package li.cil.oc.api.machine; import li.cil.oc.api.network.ManagedEnvironment; import java.util.Map; /** * This interface allows interacting with a Machine obtained via the factory * method {@link li.cil.oc.api.Machine#create(MachineHost)}. */ @SuppressWarnings("unused") public interface Machine extends ManagedEnvironment, Context { /** * The owner of the machine, usually a tile entity hosting the machine. * * @return the owner of the machine. */ MachineHost host(); /** * This must be called from the host when something relevant to the * machine changes, such as a change in the amount of available memory. */ void onHostChanged(); /** * The underlying architecture of the machine. * <p/> * This is what actually evaluates code running on the machine, where the * machine class itself serves as a scheduler. * <p/> * This may be <tt>null</tt>, for example when the hosting computer has * no CPU installed. * * @return the architecture of this machine. */ Architecture architecture(); /** * The list of components attached to this machine. * <p/> * This maps address to component type/name. Note that the list may not * immediately reflect changes after components were added to the network, * since such changes are cached in an internal list of 'added components' * that are processed in the machine's update logic (i.e. server tick). * <p/> * This list is kept up-to-date automatically, do <em>not</em> mess with it. * * @return the list of attached components. */ Map<String, String> components(); /** * The number of connected components. * <p/> * This number can differ from <tt>components().size()</tt>, since this is * the number of actually <em>connected</em> components, which is used to * determine whether the component limit has been exceeded, for example. It * takes into account components added but not processed, yet (see also * {@link #components()}). * * @return the number of connected components. */ int componentCount(); /** * The maximum number of components this machine can currently support. * <p/> * This is automatically recomputed based on the hosts internal components * whenever the host calls {@link li.cil.oc.api.machine.Machine#onHostChanged()}. * * @return the maximum number of components supported. */ int maxComponents(); /** * Gets the amount of energy this machine consumes per tick when it is * running. * * @return the energy consumed per tick by the machine. */ double getCostPerTick(); /** * Sets the amount of energy this machine consumes per tick when it is * running. * * @param value the energy consumed per tick by the machine. */ void setCostPerTick(double value); /** * The address of the file system that holds the machine's temporary files * (tmpfs). This may return <tt>null</tt> if either the creation of the file * system failed, or if the size of the tmpfs has been set to zero in the * config. * <p/> * Use this in a custom architecture to allow code do differentiate the * tmpfs from other file systems, for example. * * @return the address of the tmpfs component, or <tt>null</tt>. */ String tmpAddress(); /** * A string with the last error message. * <p/> * The error string is set either when the machine crashes (see the * {@link #crash(String)} method), or when it fails to start (which, * technically, is also a crash). * <p/> * When the machine started, this is reset to <tt>null</tt>. * * @return the last error message, or <tt>null</tt>. */ String lastError(); /** * The current world time. This is updated each tick and provides a thread * safe way to access the world time for architectures. * <p/> * This is equivalent to <tt>owner().world().getWorldTime()</tt>. * * @return the current world time. */ long worldTime(); /** * The time that has passed since the machine was started, in seconds. * <p/> * Note that this is actually measured in world time, so the resolution is * pretty limited. This is done to avoid 'time skips' when leaving the game * and coming back later, resuming a persisted machine. */ double upTime(); /** * The time spent running the underlying architecture in execution threads, * i.e. the time spent in {@link Architecture#runThreaded(boolean)} since * the machine was last started, in seconds. */ double cpuTime(); // ----------------------------------------------------------------------- // /** * Play a sound using the machine's built-in speaker. * <p/> * This is what's used to emit beep codes when an error occurs while trying * to start the computer, for example, and what's used for playing sounds * when <tt>computer.beep</tt> is called. * <p/> * Be responsible in how you limit calls to this, as each call will cause * a packet to be sent to all nearby clients, and will cause the receiving * clients to generate the required sound sample on-the-fly. It is * therefore recommended to not call this too frequently, and to limit the * length of the sound to something relatively short (not longer than a few * seconds at most). * <p/> * The audio will be played at the machine's host's location. * * @param frequency the frequency of the tone to generate. * @param duration the duration of the tone to generate, in milliseconds. */ void beep(short frequency, short duration); /** * Utility method for playing beep codes. * <p/> * The underlying functionality is similar to that of {@link #beep(short, short)}, * except that this will play tones at a fixed frequency, and two different * durations - in a pattern as defined in the passed string. * <p/> * This is useful for generating beep codes, such as for boot errors. It * has the advantage of only generating a single network packet, and * generating a single, longer sound sample for the full pattern. As such * the same considerations should be made as for {@link #beep(short, short)}, * i.e. prefer not to use overly long patterns. * <p/> * The passed pattern must consist of dots (<tt>.</tt>) and dashes (<tt>-</tt>), * where a dot is short tone, and a dash is a long tone. * <p/> * The audio will be played at the machine's host's location. * * @param pattern the beep pattern to play. */ void beep(String pattern); /** * Crashes the computer. * <p/> * This is exactly the same as {@link Context#stop()}, except that it also * sets the error message in the machine. This message can be seen when the * Analyzer is used on computer cases, for example. * * @param message the message to set. * @return <tt>true</tt> if the computer switched to the stopping state. */ boolean crash(String message); /** * Tries to pop a signal from the queue and returns it. * <p/> * Signals are stored in a FIFO queue of limited size. This method is / must * be called by architectures regularly to process the queue. * * @return a signal or <tt>null</tt> if the queue was empty. */ Signal popSignal(); /** * Get a list of all methods and their annotations of the specified object. * <p/> * The specified object can be either a {@link li.cil.oc.api.machine.Value} * or a {@link li.cil.oc.api.network.Environment}. This is useful for * custom architectures, to allow providing a list of callback methods to * evaluated programs. * * @param value the value to get the method listing for. * @return the methods that can be called on the object. */ Map<String, Callback> methods(Object value); /** * Makes the machine call a component callback. * <p/> * This is intended to be used from architectures, but may be useful in * other scenarios, too. It will make the machine call the method with the * specified name on the attached component with the specified address. * <p/> * This will perform a visibility check, ensuring the component can be seen * from the machine. It will also ensure that the direct call limit for * individual callbacks is respected. * * @param address the address of the component to call the method on. * @param method the name of the method to call. * @param args the list of arguments to pass to the callback. * @return a list of results returned by the callback, or <tt>null</tt>. * @throws LimitReachedException when the called method supports direct * calling, but the number of calls in this * tick has exceeded the allowed limit. * @throws IllegalArgumentException if there is no such component. * @throws Exception if the callback throws an exception. */ Object[] invoke(String address, String method, Object[] args) throws Exception; /** * Makes the machine call a value callback. * <p/> * This is intended to be used from architectures, but may be useful in * other scenarios, too. It will make the machine call the method with the * specified name on the specified value. * <p/> * This will will ensure that the direct call limit for individual * callbacks is respected. * * @param value the value to call the method on. * @param method the name of the method to call. * @param args the list of arguments to pass to the callback. * @return a list of results returned by the callback, or <tt>null</tt>. * @throws LimitReachedException when the called method supports direct * calling, but the number of calls in this * tick has exceeded the allowed limit. * @throws IllegalArgumentException if there is no such component. * @throws Exception if the callback throws an exception. */ Object[] invoke(Value value, String method, Object[] args) throws Exception; // ----------------------------------------------------------------------- // /** * The list of users registered on this machine. * <p/> * This list is used for {@link Context#canInteract(String)}. Exposed for * informative purposes only, for example to expose it to user code. Note * that the returned array is a copy of the internal representation of the * user list. Changing it has no influence on the actual list. * * @return the list of registered users. */ String[] users(); /** * Add a player to the machine's list of users, by username. * <p/> * This requires for the player to be online. * * @param name the name of the player to add as a user. * @throws Exception if * <ul> * <li>There are already too many users.</li> * <li>The player is already registered.</li> * <li>The provided name is too long.</li> * <li>The player is not online.</li> * </ul> */ void addUser(String name) throws Exception; /** * Removes a player as a user from this machine, by username. * <p/> * Unlike when adding players, the player does <em>not</em> have to be * online to be removed from the list. * * @param name the name of the player to remove. * @return whether the player was removed from the user list. */ boolean removeUser(String name); }