bitburner-src/src/NetscriptWorker.js

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/* Worker code, contains Netscript scripts that are actually running */
//TODO Tested For and while and generic call statements. Have not tested if statements
/* Actual Worker Code */
function WorkerScript(runningScriptObj) {
this.name = runningScriptObj.filename;
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this.running = false;
this.serverIp = null;
this.code = runningScriptObj.scriptRef.code;
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this.env = new Environment(this);
this.env.set("args", runningScriptObj.args);
this.output = "";
this.ramUsage = 0;
this.scriptRef = runningScriptObj;
this.errorMessage = "";
this.args = runningScriptObj.args;
}
//Returns the server on which the workerScript is running
WorkerScript.prototype.getServer = function() {
return AllServers[this.serverIp];
}
//Array containing all scripts that are running across all servers, to easily run them all
var workerScripts = [];
//Loop through workerScripts and run every script that is not currently running
function runScriptsLoop() {
//Run any scripts that haven't been started
for (var i = 0; i < workerScripts.length; i++) {
//If it isn't running, start the script
if (workerScripts[i].running == false && workerScripts[i].env.stopFlag == false) {
try {
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var ast = acorn.parse(workerScripts[i].code);
//console.log(ast);
} catch (e) {
console.log("Error parsing script: " + workerScripts[i].name);
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dialogBoxCreate("Syntax ERROR in " + workerScripts[i].name + ":<br>" + e);
workerScripts[i].env.stopFlag = true;
continue;
}
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workerScripts[i].running = true;
var p = evaluate(ast, workerScripts[i]);
//Once the code finishes (either resolved or rejected, doesnt matter), set its
//running status to false
p.then(function(w) {
console.log("Stopping script " + w.name + " because it finished running naturally");
w.running = false;
w.env.stopFlag = true;
w.scriptRef.log("Script finished running");
}, function(w) {
if (w instanceof Error) {
dialogBoxCreate("Script runtime unknown error. This is a bug please contact game developer");
console.log("ERROR: Evaluating workerscript returns an Error. THIS SHOULDN'T HAPPEN");
return;
} else if (w instanceof WorkerScript) {
if (isScriptErrorMessage(w.errorMessage)) {
var errorTextArray = w.errorMessage.split("|");
if (errorTextArray.length != 4) {
console.log("ERROR: Something wrong with Error text in evaluator...");
console.log("Error text: " + errorText);
return;
}
var serverIp = errorTextArray[1];
var scriptName = errorTextArray[2];
var errorMsg = errorTextArray[3];
dialogBoxCreate("Script runtime error: <br>Server Ip: " + serverIp +
"<br>Script name: " + scriptName +
"<br>Args:" + printArray(w.args) + "<br>" + errorMsg);
w.scriptRef.log("Script crashed with runtime error");
} else {
w.scriptRef.log("Script killed");
}
w.running = false;
w.env.stopFlag = true;
} else if (isScriptErrorMessage(w)) {
dialogBoxCreate("Script runtime unknown error. This is a bug please contact game developer");
console.log("ERROR: Evaluating workerscript returns only error message rather than WorkerScript object. THIS SHOULDN'T HAPPEN");
return;
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} else {
dialogBoxCreate("An unknown script died for an unknown reason. This is a bug please contact game dev");
}
});
}
}
//Delete any scripts that finished or have been killed. Loop backwards bc removing
//items fucks up the indexing
for (var i = workerScripts.length - 1; i >= 0; i--) {
if (workerScripts[i].running == false && workerScripts[i].env.stopFlag == true) {
console.log("Deleting script: " + workerScripts[i].name);
//Delete script from the runningScripts array on its host serverIp
var ip = workerScripts[i].serverIp;
var name = workerScripts[i].name;
for (var j = 0; j < AllServers[ip].runningScripts.length; j++) {
if (AllServers[ip].runningScripts[j].filename == name &&
compareArrays(AllServers[ip].runningScripts[j].args, workerScripts[i].args)) {
AllServers[ip].runningScripts.splice(j, 1);
break;
}
}
//Free RAM
AllServers[ip].ramUsed -= workerScripts[i].ramUsage;
//Delete script from Active Scripts
deleteActiveScriptsItem(workerScripts[i]);
//Delete script from workerScripts
workerScripts.splice(i, 1);
}
}
setTimeout(runScriptsLoop, 10000);
}
//Queues a script to be killed by settings its stop flag to true. Then, the code will reject
//all of its promises recursively, and when it does so it will no longer be running.
//The runScriptsLoop() will then delete the script from worker scripts
function killWorkerScript(runningScriptObj, serverIp) {
for (var i = 0; i < workerScripts.length; i++) {
if (workerScripts[i].name == runningScriptObj.filename && workerScripts[i].serverIp == serverIp &&
compareArrays(workerScripts[i].args, runningScriptObj.args)) {
workerScripts[i].env.stopFlag = true;
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return true;
}
}
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return false;
}
//Queues a script to be run
function addWorkerScript(runningScriptObj, server) {
var filename = runningScriptObj.filename;
//Update server's ram usage
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var threads = 1;
if (runningScriptObj.threads && !isNaN(runningScriptObj.threads)) {
threads = runningScriptObj.threads;
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} else {
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runningScriptObj.threads = 1;
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}
var ramUsage = runningScriptObj.scriptRef.ramUsage * threads
* Math.pow(CONSTANTS.MultithreadingRAMCost, threads-1);
server.ramUsed += ramUsage;
//Create the WorkerScript
var s = new WorkerScript(runningScriptObj);
s.serverIp = server.ip;
s.ramUsage = ramUsage;
//Add the WorkerScript to the Active Scripts list
addActiveScriptsItem(s);
//Add the WorkerScript
workerScripts.push(s);
return;
}
//Updates the online running time stat of all running scripts
function updateOnlineScriptTimes(numCycles = 1) {
var time = (numCycles * Engine._idleSpeed) / 1000; //seconds
for (var i = 0; i < workerScripts.length; ++i) {
workerScripts[i].scriptRef.onlineRunningTime += time;
}
}
runScriptsLoop();