# Computercraft Storage Network This is an implementation of a centralized storage network architecture that uses just ComputerCraft and vanilla Minecraft. ## Deployment The master node must have a modem attached and be within range of all slave nodes. 1. Deploy at least one slave turtle * The inventory it is to monitor must be above the unit * The unit should be able to drop below itself to push items to the master node * Any subsequent slaves should be placed in front of the unit 2. Set up a return system that pushes into the first slave node (can be a hopper or similar) ## Communication Protocol Port 42914 is used for Master => Slave broadcasting Port 42915 is used for Slave => Master return broadcasting ### Packet Format Packet format is uniform between master <-> slaves and is structured like so: ``` { // Metadata magic: str("ccstoragenet") networkid: int() sourceid: int() destid: int() // Payload type: str() // Optional Arguments itemname: str() itemquant: int() destination: int() location: [int(),int(),int()] } ``` | Name | Required? | Type | Description | :-- | :--: | :-- | :-- | `magic` | true | string | Must be `ccstoragenet`. If it is not, the packet is immediately discarded | | `networkid` | true | int | The ID of the network | | `sourceid` | true | int | The CC ID of the machine sending the packet | | `destid` | true | int | The CC ID of the intended recipient of the packet | | `type` | true | string | An arbitrary string literal corresponding to the type of the request. Common examplse include `ping`, `query`, etc. | | `itemname` | false | string | The unlocalized name of an item. Used for querying, crafting, movement, etc. | | `itemquant` | false | int | Quantity of the aforementioned item | | `destination` | false | int | The CC ID of the intended recipient of the item | ### Slave Node Initialization * The slave starts up ### Master Node Initialization * The master node starts up * The master node sends a packet with type `ping`. * The master node listens for `pong` packets for a configurable timeout. * The `sourceid` of all `pong` packets is recorded for statistics displays. This cached data is only used for user display. Node availability is evaluated at request time. ### Inventory Search (query) * A sender node (master or slave) sends out a `ping` * All available slaves respond with `pong` * The sender node sends a packet with type `query`. Field `itemname` is populated with an item to query for. * Each available slave responds with type `query`. * `itemname` is populated with data from the previous packet * `itemquantity` is populated with the quantity of that item attached to storages the slave has access to. * The requester waits for a response from each slave that responded to the `ping` or until a configurable timeout is reached. * Results are consumed