bitburner-src/src/NetscriptWorker.js

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import {addActiveScriptsItem,
deleteActiveScriptsItem,
updateActiveScriptsItems} from "./ActiveScriptsUI.js";
import {CONSTANTS} from "./Constants.js";
import {Engine} from "./engine.js";
import {Environment} from "./NetscriptEnvironment.js";
import {evaluate, isScriptErrorMessage,
killNetscriptDelay} from "./NetscriptEvaluator.js";
import {AllServers} from "./Server.js";
import {Settings} from "./Settings.js";
import {parse} from "../utils/acorn.js";
import {dialogBoxCreate} from "../utils/DialogBox.js";
import {compareArrays, printArray} from "../utils/HelperFunctions.js";
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;
this.delay = null;
this.fnWorker = null; //Workerscript for a function call
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this.checkingRam = false;
this.loadedFns = {}; //Stores names of fns that are "loaded" by this script, thus using RAM
}
//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
let workerScripts = [];
let NetscriptPorts = {
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Port1: [],
Port2: [],
Port3: [],
Port4: [],
Port5: [],
Port6: [],
Port7: [],
Port8: [],
Port9: [],
Port10: [],
}
function prestigeWorkerScripts() {
for (var i = 0; i < workerScripts.length; ++i) {
deleteActiveScriptsItem(workerScripts[i]);
workerScripts[i].env.stopFlag = true;
}
workerScripts.length = 0;
}
//Loop through workerScripts and run every script that is not currently running
function runScriptsLoop() {
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//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) {
//Delete script from the runningScripts array on its host serverIp
var ip = workerScripts[i].serverIp;
var name = workerScripts[i].name;
//Free RAM
AllServers[ip].ramUsed -= workerScripts[i].ramUsage;
//Delete script from Active Scripts
deleteActiveScriptsItem(workerScripts[i]);
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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;
}
}
//Delete script from workerScripts
workerScripts.splice(i, 1);
}
}
//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 = parse(workerScripts[i].code);
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//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;
}
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");
}).catch(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: " + w.toString());
return;
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} else if (w.constructor === Array && w.length === 2 && w[0] === "RETURNSTATEMENT") {
//Script ends with a return statement
console.log("Script returning with value: " + w[1]);
//TODO maybe do something with this in the future
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: " + w.toString());
return;
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} else {
dialogBoxCreate("An unknown script died for an unknown reason. This is a bug please contact game dev");
}
});
}
}
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setTimeout(runScriptsLoop, 6000);
}
//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;
killNetscriptDelay(workerScripts[i]);
if (workerScripts[i].fnWorker) {
workerScripts[i].fnWorker.env.stopFlag = true;
killNetscriptDelay(workerScripts[i].fnWorker);
}
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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);
var ramAvailable = server.maxRam - server.ramUsed;
if (ramUsage > ramAvailable) {
dialogBoxCreate("Not enough RAM to run script " + runningScriptObj.filename + " with args " +
printArray(runningScriptObj.args) + ". This likely occurred because you re-loaded " +
"the game and the script's RAM usage increased (either because of an update to the game or " +
"your changes to the script.)");
return;
}
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;
}
}
export {WorkerScript, workerScripts, NetscriptPorts, runScriptsLoop,
killWorkerScript, addWorkerScript, updateOnlineScriptTimes,
prestigeWorkerScripts};