bitburner-src/src/Netscript/NetscriptWorker.js

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/* Worker code, contains Netscript scripts that are actually running */
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//TODO Need some way to stop scripts. Idea: Put a flag in the environment, we can setActive
//this flag from outside. If the evaluate() function sees that flag it rejects the current
// Promise. We can catch that rejection and stop the script.
//TODO Tested For and while and generic call statements. Have not tested if statements
/* Actual Worker Code */
function WorkerScript(script) {
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this.name = "";
this.running = false;
this.serverIp = null;
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this.code = "";
this.env = new Environment();
this.output = "";
this.ramUsage = 0;
this.scriptRef = script;
}
//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 {
var ast = Parser(Tokenizer(InputStream(workerScripts[i].code)));
} catch (e) {
post("Syntax error in " + workerScript[i].name + ": " + e);
continue;
}
console.log("Starting new script: " + workerScripts[i].name);
console.log("AST of new script:");
console.log(ast);
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;
}, function(w) {
if (w instanceof Error) {
//Error text format: |serverip|scriptname|error message
var errorText = w.toString();
if (Engine.Debug) {
console.log("Error in script: " + errorText);
}
var errorTextArray = errorText.split("|");
if (errorTextArray.length != 4) {
console.log("ERROR: Something wrong with Error text in evaluator...");
console.log("Error text: " + errorText);
}
var serverIp = errorTextArray[1];
var scriptName = errorTextArray[2];
var errorMsg = errorTextArray[3];
//Post error message to terminal
//TODO Only post this if you're on the machine the script is running on?
post("Script runtime error: " + errorMsg);
dialogBoxCreate("Script runtime error: ", "Server Ip: " + serverIp, "Script name: " + scriptName, errorMsg);
//Find the corresponding workerscript and set its flags to kill it
for (var i = 0; i < workerScripts.length; ++i) {
if (workerScripts[i].serverIp == serverIp && workerScripts[i].name == scriptName) {
workerScripts[i].running = false;
workerScripts[i].env.stopFlag = true;
return;
}
}
} else {
console.log("Stopping script" + w.name + " because it was manually stopped (rejected)")
w.running = false;
w.env.stopFlag = true;
}
});
}
}
//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] == name) {
AllServers[ip].runningScripts.splice(j, 1);
break;
}
}
//Free RAM
AllServers[ip].ramUsed -= workerScripts[i].ramUsage;
//Delete script from workerScripts
workerScripts.splice(i, 1);
//Delete script from Active Scripts
Engine.deleteActiveScriptsItem(i);
}
}
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(scriptName, serverIp) {
console.log("killWorkerScript called for script " + scriptName + " on server " + serverIp);
for (var i = 0; i < workerScripts.length; i++) {
if (workerScripts[i].name == scriptName && workerScripts[i].serverIp == serverIp) {
workerScripts[i].env.stopFlag = true;
}
}
}
//Queues a script to be run
function addWorkerScript(script, server) {
var filename = script.filename;
//Update server's ram usage
server.ramUsed += script.ramUsage;
//Create the WorkerScript
var s = new WorkerScript(script);
s.name = filename;
s.code = script.code;
s.serverIp = server.ip;
s.ramUsage = script.ramUsage;
//Add the WorkerScript to the Active Scripts list
Engine.addActiveScriptsItem(s);
//Add the WorkerScript
workerScripts.push(s);
console.log("Pushed script onto workerScripts");
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();