mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-22 23:53:48 +01:00
Minor bugfixes with killing Netscript scripts, and cleaned up text
This commit is contained in:
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@ -6,7 +6,7 @@ clear() Netscript Function
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:param string/number port/fn: Port or text file to clear
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:RAM cost: 1 GB
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This function is used to clear data in a `Netscript Ports <http://bitburner.wikia.com/wiki/Netscript_Ports>`_ or a text file.
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This function is used to clear data in a :ref:`Netscript Port <netscript_ports>` or a text file.
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If the *port/fn* argument is a number between 1 and 20, then it specifies a port and will clear it (deleting all data from the underlying queue).
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@ -11,3 +11,6 @@ getGrowTime() Netscript Function
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The function takes in an optional *hackLvl* parameter that can be specified
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to see what the grow time would be at different hacking levels.
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.. note:: For Hacknet Servers (the upgraded version of a Hacknet Node), this function will
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return :code:`Infinity`.
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@ -11,3 +11,6 @@ getHackTime() Netscript Function
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The function takes in an optional *hackLvl* parameter that can be specified
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to see what the hack time would be at different hacking levels.
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.. note:: For Hacknet Servers (the upgraded version of a Hacknet Node), this function will
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return :code:`Infinity`.
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@ -11,3 +11,6 @@ getWeakenTime() Netscript Function
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The function takes in an optional *hackLvl* parameter that can be specified
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to see what the weaken time would be at different hacking levels.
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.. note:: For Hacknet Servers (the upgraded version of a Hacknet Node), this function will
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return :code:`Infinity`.
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@ -4,7 +4,7 @@ growthAnalyze() Netscript Function
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.. js:function:: growthAnalyze(hostname/ip, growthAmount)
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:param string hostname/ip: IP or hostname of server to analyze
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:param number growthAmount: Multiplicative factor by which the server is grown. Decimal form.
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:param number growthAmount: Multiplicative factor by which the server is grown. Decimal form. Must be >= 1.
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:returns: The amount of grow() calls needed to grow the specified server by the specified amount
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:RAM cost: 1 GB
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@ -57,6 +57,10 @@ And the data in port 1 will look like::
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[3, 4, 5, 6, 7, 8, 9]
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.. warning:: In :ref:`netscriptjs`, do not trying writing base
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`Promises <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Promise>`_
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to a port.
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**Port Handles**
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WARNING: Port Handles only work in :ref:`netscriptjs`. They do not work in :ref:`netscript1`
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@ -213,16 +217,6 @@ to specify a namespace for the import::
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keyword should **NOT** be used in :ref:`netscript1`, as this will break the script.
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It can, however, be used in :ref:`netscriptjs` (but it's not required).
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Importing in NetscriptJS
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^^^^^^^^^^^^^^^^^^^^^^^^
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There is a minor annoyance when using the `import` feature in :ref:`netscriptjs`.
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If you make a change in a NetscriptJS script, then you have to manually "refresh" all other
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scripts that import from that script.
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The easiest way to do this is to simply save and then refresh the game. Alternatively,
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you can open up all the scripts that need to be "refreshed" in the script editor
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and then simply re-save them.
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Standard, Built-In JavaScript Objects
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-------------------------------------
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Standard built-in JavaScript objects such as
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@ -63,17 +63,17 @@ Examples
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**Basic example usage**::
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for (var i = 0; i < sleeve.getNumSleeves(); i++) {
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sleeve.shockRecovery(i);
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sleeve.setToShockRecovery(i);
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}
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sleep(10 * 60 * 60); // wait 10h
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for (var i = 0; i < sleeve.getNumSleeves(); i++) {
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sleeve.setToSynchronize(i);
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}
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sleep(10*60*60); // wait 10h
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for (var i = 0; i < sleeve.getNumSleeves(); i++) {
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sleeve.synchronize(i);
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}
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sleep(10*60*60); // wait 10h
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for (var i = 0; i < sleeve.getNumSleeves(); i++) {
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sleeve.commitCrime(i, 'shoplift');
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sleeve.setToCommitCrime(i, 'shoplift');
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}
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@ -8,7 +8,7 @@ import { AugmentationsRoot } from "./ui/Root";
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import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
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import { CONSTANTS } from "../Constants";
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import { Factions, factionExists } from "../Faction/Factions";
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import { addWorkerScript } from "../NetscriptWorker";
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import { startWorkerScript } from "../NetscriptWorker";
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import { Player } from "../Player";
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import { prestigeAugmentation } from "../Prestige";
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import { saveObject } from "../SaveObject";
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@ -2078,18 +2078,17 @@ function installAugmentations(cbScript=null) {
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//Run a script after prestiging
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if (cbScript && isString(cbScript)) {
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var home = Player.getHomeComputer();
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for (var i = 0; i < home.scripts.length; ++i) {
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if (home.scripts[i].filename === cbScript) {
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var script = home.scripts[i];
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var ramUsage = script.ramUsage;
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var ramAvailable = home.maxRam - home.ramUsed;
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for (const script of home.scripts) {
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if (script.filename === cbScript) {
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const ramUsage = script.ramUsage;
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const ramAvailable = home.maxRam - home.ramUsed;
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if (ramUsage > ramAvailable) {
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return; //Not enough RAM
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return; // Not enough RAM
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}
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var runningScriptObj = new RunningScript(script, []); //No args
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runningScriptObj.threads = 1; //Only 1 thread
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home.runScript(runningScriptObj, Player.hacknet_node_money_mult);
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addWorkerScript(runningScriptObj, home);
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const runningScriptObj = new RunningScript(script, []); // No args
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runningScriptObj.threads = 1; // Only 1 thread
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startWorkerScript(runningScriptObj, home);
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}
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}
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}
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@ -227,7 +227,6 @@ export let CONSTANTS: IMap<any> = {
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Netscript Changes
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* Added tail() Netscript function
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* hacknet.getNodeStats() function now returns an additional property for Hacknet Servers: hashCapacity
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* Bug fix: workForFaction() function now properly accounts for disabled logs
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* When writing to a file, the write() function now casts the data being written to a string (using String())
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* BitNode-selection page now shows what Source-File level you have for each BitNode
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* Overloaded kill() function so that you can kill a script by its PID
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@ -235,6 +234,9 @@ export let CONSTANTS: IMap<any> = {
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* run() and exec() now return the PID of the newly-executed scripts, rather than a boolean
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** (A PID is just a positive integer)
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* run(), exec(), and spawn() no longer need to be await-ed in NetscriptJS
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* Bug fix: workForFaction() function now properly accounts for disabled logs
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* Bug fix: RAM should now be properly calculated when running a callback script with installAugmentations()
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* Bug fix: Fixed bug that caused scripts killed by exit()/spawn() to "clean up" twice
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Misc Changes
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* The 'kill' Terminal command can now kill a script by its PID
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@ -242,5 +244,7 @@ export let CONSTANTS: IMap<any> = {
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* After Infiltration, you will now return to the company page rather than the city page
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* Bug fix: Stock Market UI should no longer crash for certain locale settings
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* Bug fix: You can now properly remove unfinished programs (the *.exe-N%-INC files)
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* Bug fix: Fixed an issue that allowed you to increase money on servers with a 'maxMoney' of 0 (like CSEC)
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* Bug fix: Scripts no longer persist if they were started with syntax/import errors
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`
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}
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@ -18,14 +18,17 @@ export const HashUpgradesMetadata: IConstructorParams[] = [
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{
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costPerLevel: 50,
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desc: "Use hashes to decrease the minimum security of a single server by 2%. " +
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"Note that a server's minimum security cannot go below 1.",
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"Note that a server's minimum security cannot go below 1. This effect persists " +
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"until you install Augmentations (since servers are reset at that time).",
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hasTargetServer: true,
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name: "Reduce Minimum Security",
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value: 0.98,
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},
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{
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costPerLevel: 50,
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desc: "Use hashes to increase the maximum amount of money on a single server by 2%",
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desc: "Use hashes to increase the maximum amount of money on a single server by 2%. " +
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"This effect persists until you install Augmentations (since servers " +
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"are reset at that time).",
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hasTargetServer: true,
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name: "Increase Maximum Money",
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value: 1.02,
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@ -89,7 +89,7 @@ function removeWorkerScript(workerScript: WorkerScript, rerenderUi: boolean=true
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// Recalculate ram used on that server
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server.ramUsed = roundToTwo(server.ramUsed - workerScript.ramUsage);
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if (server.ramUsed < 0) {
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console.warn(`Server RAM usage went negative (if it's due to floating pt imprecision, it's okay): ${server.ramUsed}`);
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console.warn(`Server (${server.hostname}) RAM usage went negative (if it's due to floating pt imprecision, it's okay): ${server.ramUsed}`);
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server.ramUsed = 0;
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}
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@ -611,8 +611,8 @@ function NetscriptFunctions(workerScript) {
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if (time === undefined) {
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throw makeRuntimeRejectMsg(workerScript, "sleep() call has incorrect number of arguments. Takes 1 argument");
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}
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if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.sleep == null) {
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workerScript.scriptRef.log("Sleeping for " + time + " milliseconds");
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if (workerScript.shouldLog("sleep")) {
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workerScript.log(`Sleeping for ${time} milliseconds`);
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}
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return netscriptDelay(time, workerScript).then(function() {
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return Promise.resolve(true);
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@ -652,10 +652,10 @@ function NetscriptFunctions(workerScript) {
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if (growthPercentage == 1) {
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expGain = 0;
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}
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if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.grow == null) {
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workerScript.scriptRef.log("Available money on " + server.hostname + " grown by " +
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formatNumber((moneyAfter/moneyBefore)*100 - 100, 6) + "%. Gained " +
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formatNumber(expGain, 4) + " hacking exp (t=" + threads +")");
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if (workerScript.shouldLog("grow")) {
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workerScript.log("Available money on " + server.hostname + " grown by " +
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formatNumber((moneyAfter/moneyBefore)*100 - 100, 6) + "%. Gained " +
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formatNumber(expGain, 4) + " hacking exp (t=" + threads +")");
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}
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workerScript.scriptRef.onlineExpGained += expGain;
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Player.gainHackingExp(expGain);
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@ -670,8 +670,8 @@ function NetscriptFunctions(workerScript) {
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// Check argument validity
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const server = safeGetServer(ip, 'growthAnalyze');
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if (isNaN(growth)) {
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throw makeRuntimeRejectMsg(workerScript, `Invalid growth argument passed into growthAnalyze: ${growth}. Must be numeric`);
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if (typeof growth !== "number" || isNaN(growth) || growth < 1) {
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throw makeRuntimeRejectMsg(workerScript, `Invalid growth argument passed into growthAnalyze: ${growth}. Must be numeric and >= 1`);
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}
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return numCycleForGrowth(server, Number(growth), Player);
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@ -993,10 +993,15 @@ function NetscriptFunctions(workerScript) {
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return runScriptFromScript(scriptServer, scriptname, argsForNewScript, workerScript, threads);
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}, spawnDelay * 1e3);
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if (workerScript.shouldLog("spawn")) {
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workerScript.scriptRef.log(`spawn() will execute ${scriptname} in ${spawnDelay} seconds`);
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workerScript.log(`spawn() will execute ${scriptname} in ${spawnDelay} seconds`);
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}
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workerScript.running = false; // Prevent workerScript from "finishing execution naturally"
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if (killWorkerScript(workerScript)) {
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workerScript.log("Exiting...");
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}
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NetscriptFunctions(workerScript).exit();
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},
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kill: function(filename, ip, ...scriptArgs) {
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updateDynamicRam("kill", getRamCost("kill"));
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@ -1015,7 +1020,7 @@ function NetscriptFunctions(workerScript) {
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const server = safeGetServer(ip);
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const runningScriptObj = getRunningScript(filename, ip, "kill", scriptArgs);
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if (runningScriptObj == null) {
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workerScript.log(`tail() failed. ${getCannotFindRunningScriptErrorMessage(filename, ip, scriptArgs)}`)
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workerScript.log(`kill() failed. ${getCannotFindRunningScriptErrorMessage(filename, ip, scriptArgs)}`)
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return false;
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}
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@ -1064,14 +1069,11 @@ function NetscriptFunctions(workerScript) {
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return scriptsRunning;
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},
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exit : function() {
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var server = getServer(workerScript.serverIp);
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if (server == null) {
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throw makeRuntimeRejectMsg(workerScript, "Error getting Server for this script in exit(). This is a bug please contact game dev");
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}
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if (killWorkerScript(workerScript.scriptRef, server.ip)) {
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workerScript.scriptRef.log("Exiting...");
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workerScript.running = false; // Prevent workerScript from "finishing execution naturally"
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if (killWorkerScript(workerScript)) {
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workerScript.log("Exiting...");
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} else {
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workerScript.scriptRef.log("Exit failed(). This is a bug please contact game developer");
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workerScript.log("Exit failed(). This is a bug please contact game developer");
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}
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},
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scp: function(scriptname, ip1, ip2) {
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@ -3495,9 +3497,13 @@ function NetscriptFunctions(workerScript) {
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return false;
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}
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Player.gainIntelligenceExp(CONSTANTS.IntelligenceSingFnBaseExpGain);
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workerScript.scriptRef.log("Installing Augmentations. This will cause this script to be killed");
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installAugmentations(cbScript);
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return true;
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workerScript.log("Installing Augmentations. This will cause this script to be killed");
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setTimeoutRef(() => {
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installAugmentations(cbScript);
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}, 0);
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workerScript.running = false; // Prevent workerScript from "finishing execution naturally"
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killWorkerScript(workerScript);
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},
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// Gang API
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@ -48,6 +48,8 @@ for (var i = 0; i < CONSTANTS.NumNetscriptPorts; ++i) {
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export function prestigeWorkerScripts() {
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for (const ws of workerScripts.values()) {
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ws.env.stopFlag = true;
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killWorkerScript(ws);
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console.log(`Killing ${ws.name}`);
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}
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WorkerScriptStartStopEventEmitter.emitEvent();
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@ -149,6 +151,7 @@ function startNetscript1Script(workerScript) {
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dialogBoxCreate("Error processing Imports in " + workerScript.name + ":<br>" + e);
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workerScript.env.stopFlag = true;
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workerScript.running = false;
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killWorkerScript(workerScript);
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return;
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}
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@ -160,7 +163,7 @@ function startNetscript1Script(workerScript) {
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if (typeof entry === "function") {
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//Async functions need to be wrapped. See JS-Interpreter documentation
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if (name === "hack" || name === "grow" || name === "weaken" || name === "sleep" ||
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name === "prompt" || name === "run" || name === "exec") {
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name === "prompt") {
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let tempWrapper = function() {
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let fnArgs = [];
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@ -183,7 +186,8 @@ function startNetscript1Script(workerScript) {
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}
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int.setProperty(scope, name, int.createAsyncFunction(tempWrapper));
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} else if (name === "sprintf" || name === "vsprintf" || name === "scp" ||
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name == "write" || name === "read" || name === "tryWrite") {
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name == "write" || name === "read" || name === "tryWrite" ||
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name === "run" || name === "exec") {
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let tempWrapper = function() {
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let fnArgs = [];
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@ -232,6 +236,7 @@ function startNetscript1Script(workerScript) {
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dialogBoxCreate("Syntax ERROR in " + workerScript.name + ":<br>" + e);
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workerScript.env.stopFlag = true;
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workerScript.running = false;
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killWorkerScript(workerScript);
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return;
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}
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@ -445,14 +450,35 @@ function generateNextPid() {
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}
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/**
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* Start a script
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*
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* Given a RunningScript object, constructs a corresponding WorkerScript,
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* Used to start a RunningScript (by creating and starting its
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* corresponding WorkerScript), and add the RunningScript to the server on which
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* it is active
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* @param {RunningScript} runningScriptObj - Script that's being run
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* @param {Server} server - Server on which the script is to be run
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* @returns {number} pid of started script
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*/
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export function startWorkerScript(runningScript, server) {
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if (createAndAddWorkerScript(runningScript, server)) {
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// Push onto runningScripts.
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// This has to come after createAndAddWorkerScript() because that fn updates RAM usage
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server.runScript(runningScript, Player.hacknet_node_money_mult);
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// Once the WorkerScript is constructed in createAndAddWorkerScript(), the RunningScript
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// object should have a PID assigned to it, so we return that
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return runningScript.pid;
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}
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return 0;
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}
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/**
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* Given a RunningScript object, constructs its corresponding WorkerScript,
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* adds it to the global 'workerScripts' pool, and begins executing it.
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* @param {RunningScript} runningScriptObj - Script that's being run
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* @param {Server} server - Server on which the script is to be run
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* returns {boolean} indicating whether or not the workerScript was successfully added
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*/
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export function addWorkerScript(runningScriptObj, server) {
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export function createAndAddWorkerScript(runningScriptObj, server) {
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const filename = runningScriptObj.filename;
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// Update server's ram usage
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@ -471,7 +497,7 @@ export function addWorkerScript(runningScriptObj, server) {
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`the game and the script's RAM usage increased (either because of an update to the game or ` +
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`your changes to the script.)`
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);
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return;
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return false;
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}
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server.ramUsed = roundToTwo(server.ramUsed + ramUsage);
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@ -489,31 +515,35 @@ export function addWorkerScript(runningScriptObj, server) {
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const s = new WorkerScript(runningScriptObj, pid, NetscriptFunctions);
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s.ramUsage = ramUsage;
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// Add the WorkerScript to the global pool
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workerScripts.set(pid, s);
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WorkerScriptStartStopEventEmitter.emitEvent();
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// Start the script's execution
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let p = null; // Script's resulting promise
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if (s.name.endsWith(".js") || s.name.endsWith(".ns")) {
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p = startNetscript2Script(s);
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} else {
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p = startNetscript1Script(s);
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if (!(p instanceof Promise)) { return; }
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if (!(p instanceof Promise)) { return false; }
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}
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// Once the code finishes (either resolved or rejected, doesnt matter), set its
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// running status to false
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p.then(function(w) {
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// If the WorkerScript is no longer "running", then this means its execution was
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// already stopped somewhere else (maybe by something like exit()). This prevents
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// the script from being cleaned up twice
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if (!w.running) { return; }
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console.log("Stopping script " + w.name + " because it finished running naturally");
|
||||
killWorkerScript(s);
|
||||
w.scriptRef.log("Script finished running");
|
||||
w.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.error("Evaluating workerscript returns an Error. THIS SHOULDN'T HAPPEN: " + w.toString());
|
||||
return;
|
||||
} 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("|");
|
||||
@ -529,9 +559,9 @@ export function addWorkerScript(runningScriptObj, server) {
|
||||
dialogBoxCreate("Script runtime error: <br>Server Ip: " + serverIp +
|
||||
"<br>Script name: " + scriptName +
|
||||
"<br>Args:" + arrayToString(w.args) + "<br>" + errorMsg);
|
||||
w.scriptRef.log("Script crashed with runtime error");
|
||||
w.log("Script crashed with runtime error");
|
||||
} else {
|
||||
w.scriptRef.log("Script killed");
|
||||
w.log("Script killed");
|
||||
return; // Already killed, so stop here
|
||||
}
|
||||
w.running = false;
|
||||
@ -548,10 +578,7 @@ export function addWorkerScript(runningScriptObj, server) {
|
||||
killWorkerScript(s);
|
||||
});
|
||||
|
||||
// Add the WorkerScript to the global pool
|
||||
workerScripts.set(pid, s);
|
||||
WorkerScriptStartStopEventEmitter.emitEvent();
|
||||
return;
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -589,7 +616,7 @@ export function loadAllRunningScripts() {
|
||||
server.runningScripts.length = 0;
|
||||
} else {
|
||||
for (let j = 0; j < server.runningScripts.length; ++j) {
|
||||
addWorkerScript(server.runningScripts[j], server);
|
||||
createAndAddWorkerScript(server.runningScripts[j], server);
|
||||
|
||||
// Offline production
|
||||
total += scriptCalculateOfflineProduction(server.runningScripts[j]);
|
||||
@ -655,19 +682,12 @@ export function runScriptFromScript(server, scriptname, args, workerScript, thre
|
||||
}
|
||||
let runningScriptObj = new RunningScript(script, args);
|
||||
runningScriptObj.threads = threads;
|
||||
addWorkerScript(runningScriptObj, server);
|
||||
|
||||
// Push onto runningScripts.
|
||||
// This has to come after addWorkerScript() because that fn updates RAM usage
|
||||
server.runScript(runningScriptObj, Player.hacknet_node_money_mult);
|
||||
|
||||
// Once the WorkerScript is constructed in addWorkerScript(), the RunningScript
|
||||
// object should have a PID assigned to it, so we return that
|
||||
return runningScriptObj.pid;
|
||||
return startWorkerScript(runningScriptObj, server);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
workerScript.log(`Could not find script ${scriptname} on ${server.hostname}`);
|
||||
return 0;
|
||||
}
|
||||
|
@ -11,6 +11,7 @@ import { HacknetServer } from "../Hacknet/HacknetServer";
|
||||
import { IPlayer } from "../PersonObjects/IPlayer";
|
||||
import { Programs } from "../Programs/Programs";
|
||||
|
||||
import { isValidNumber } from "../utils/helpers/isValidNumber";
|
||||
import { isValidIPAddress } from "../../utils/helpers/isValidIPAddress";
|
||||
|
||||
/**
|
||||
@ -35,11 +36,17 @@ export function safetlyCreateUniqueServer(params: IConstructorParams): Server {
|
||||
return new Server(params);
|
||||
}
|
||||
|
||||
// Returns the number of cycles needed to grow the specified server by the
|
||||
// specified amount. 'growth' parameter is in decimal form, not percentage
|
||||
/**
|
||||
* Returns the number of "growth cycles" needed to grow the specified server by the
|
||||
* specified amount.
|
||||
* @param server - Server being grown
|
||||
* @param growth - How much the server is being grown by, in DECIMAL form (e.g. 1.5 rather than 50)
|
||||
* @param p - Reference to Player object
|
||||
* @returns Number of "growth cycles" needed
|
||||
*/
|
||||
export function numCycleForGrowth(server: Server, growth: number, p: IPlayer) {
|
||||
let ajdGrowthRate = 1 + (CONSTANTS.ServerBaseGrowthRate - 1) / server.hackDifficulty;
|
||||
if(ajdGrowthRate > CONSTANTS.ServerMaxGrowthRate) {
|
||||
if (ajdGrowthRate > CONSTANTS.ServerMaxGrowthRate) {
|
||||
ajdGrowthRate = CONSTANTS.ServerMaxGrowthRate;
|
||||
}
|
||||
|
||||
@ -75,12 +82,12 @@ export function processSingleServerGrowth(server: Server, numCycles: number, p:
|
||||
server.moneyAvailable *= serverGrowth;
|
||||
|
||||
// in case of data corruption
|
||||
if (server.moneyMax && isNaN(server.moneyAvailable)) {
|
||||
if (isValidNumber(server.moneyMax) && isNaN(server.moneyAvailable)) {
|
||||
server.moneyAvailable = server.moneyMax;
|
||||
}
|
||||
|
||||
// cap at max
|
||||
if (server.moneyMax && server.moneyAvailable > server.moneyMax) {
|
||||
if (isValidNumber(server.moneyMax) && server.moneyAvailable > server.moneyMax) {
|
||||
server.moneyAvailable = server.moneyMax;
|
||||
}
|
||||
|
||||
|
@ -53,7 +53,7 @@ import {
|
||||
import { showLiterature } from "./Literature";
|
||||
import { Message } from "./Message/Message";
|
||||
import { showMessage } from "./Message/MessageHelpers";
|
||||
import { addWorkerScript } from "./NetscriptWorker";
|
||||
import { startWorkerScript } from "./NetscriptWorker";
|
||||
import { killWorkerScript } from "./Netscript/killWorkerScript";
|
||||
import { WorkerScriptStartStopEventEmitter } from "./Netscript/WorkerScriptStartStopEventEmitter";
|
||||
import { Player } from "./Player";
|
||||
@ -2303,21 +2303,19 @@ let Terminal = {
|
||||
return;
|
||||
} else {
|
||||
// Able to run script
|
||||
post("Running script with " + numThreads + " thread(s) and args: " + arrayToString(args) + ".");
|
||||
var runningScriptObj = new RunningScript(script, args);
|
||||
runningScriptObj.threads = numThreads;
|
||||
|
||||
addWorkerScript(runningScriptObj, server);
|
||||
|
||||
// This has to come after addWorkerScript() because that fn
|
||||
// updates the RAM usage. This kinda sucks, address if possible
|
||||
server.runScript(runningScriptObj, Player.hacknet_node_money_mult);
|
||||
return;
|
||||
if (startWorkerScript(runningScriptObj, server)) {
|
||||
post("Running script with " + numThreads + " thread(s) and args: " + arrayToString(args) + ".");
|
||||
} else {
|
||||
postError(`Failed to start script`);
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
post("ERROR: No such script");
|
||||
},
|
||||
|
||||
|
7
src/utils/helpers/isValidNumber.ts
Normal file
7
src/utils/helpers/isValidNumber.ts
Normal file
@ -0,0 +1,7 @@
|
||||
/**
|
||||
* Checks that a variable is a valid number. A valid number
|
||||
* must be a "number" type and cannot be NaN
|
||||
*/
|
||||
export function isValidNumber(n: number): boolean {
|
||||
return (typeof n === "number") && !isNaN(n);
|
||||
}
|
Loading…
Reference in New Issue
Block a user