blob: 506e396bc9c1f8f103d8921fa8385757a19edc55 [file] [log] [blame] [raw]
package li.cil.oc.api.machine;
import li.cil.oc.api.network.Context;
import li.cil.oc.api.network.Environment;
import li.cil.oc.api.network.Node;
import net.minecraft.world.World;
/**
* This interface has to be implemented by 'owners' of machine instances.
* <p/>
* It provides some context for the machine, in particular which world it is
* running in, to allow querying the time of day, for example.
*/
public interface Owner extends Context {
/**
* The world the machine is running in, e.g. if the owner is a tile entity
* this is the world the tile entity lives in.
*
* @return the world the machine runs in.
*/
World world();
/**
* The amount of memory (RAM) made available to the machine, in bytes.
* <p/>
* This is usually determined by the components installed in the owner, for
* example the memory sticks in a computer case.
*
* @return the amount of memory that can be used by the machine, in bytes.
*/
int installedMemory();
/**
* The number of components the machine can address without crashing.
* <p/>
* This is usually determined by the components installed in the owner, for
* example the CPUs in a server.
* <p/>
* Note that the component count does <em>not</em> include file systems.
*
* @return the number of supported components.
*/
int maxComponents();
/**
* This is called by the machine when its state changed (which can be
* multiple times per actual game tick), to notify the owner that it should
* save its state on the next world save.
* <p/>
* This method is called from executor threads, so it must be thread-safe.
*/
void markAsChanged();
/**
* This is called on the owner when the machine's {@link Environment#onConnect(Node)}
* method gets called. This can be useful for reacting to network events
* when the owner does not have its own node (for example, computer cases
* expose their machine's node as their own node). This callback allows it
* to connect its components (graphics cards and the like) when it is
* connected to a node network (when added to the world, for example).
*
* @param node the node that was connected to the network.
*/
void onMachineConnect(Node node);
/**
* Like {@link #onMachineConnect(Node)}, except that this is called whenever
* the machine's {@link Environment#onDisconnect(Node)} method is called.
*
* @param node the node that was disconnected from the network.
*/
void onMachineDisconnect(Node node);
}