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https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-22 23:53:48 +01:00
Added some TODOs
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867ae191b5
commit
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@ -1,10 +1,13 @@
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/* Worker code, contains Netscript scripts that are actually running */
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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
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//this flag from outside. If the evaluate() function sees that flag it rejects the current
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// Promise. We can catch that rejection and stop the script.
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/* Actual Worker Code */
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/* Actual Worker Code */
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function WorkerScript() {
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function WorkerScript() {
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this.name = "";
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this.name = "";
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this.running = false;
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this.running = false;
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this.server = null;
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this.serverHostname = null;
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this.code = "";
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this.code = "";
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this.env = new Environment();
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this.env = new Environment();
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this.timeout = null;
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this.timeout = null;
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@ -23,8 +26,8 @@ function runScriptsLoop() {
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console.log("AST of new script:");
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console.log("AST of new script:");
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console.log(ast);
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console.log(ast);
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evaluate(ast, workerScripts[i]);
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workerScripts[i].running = true;
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workerScripts[i].running = true;
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evaluate(ast, workerScripts[i]);
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}
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}
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}
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}
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@ -1,4 +1,6 @@
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//Netburner Server class
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//Netburner Server class
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//TODO Make a map of all IPS in the game so far so that we don't accidentally
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// get duplicate IPs..however unlikely it is
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function Server() {
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function Server() {
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/* Properties */
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/* Properties */
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//Connection information
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//Connection information
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@ -18,7 +20,7 @@ function Server() {
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this.cpuSpeed = 1; //MHz
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this.cpuSpeed = 1; //MHz
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this.scripts = [];
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this.scripts = [];
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this.runningScripts = []; //Names of scripts currently being run
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this.runningScripts = []; //Names (and only names) of scripts being run
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this.programs = [];
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this.programs = [];
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/* Hacking information (only valid for "foreign" aka non-purchased servers) */
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/* Hacking information (only valid for "foreign" aka non-purchased servers) */
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@ -434,10 +434,16 @@ var Terminal = {
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if (Player.currentServer.hasAdminRights == false) {
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if (Player.currentServer.hasAdminRights == false) {
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post("Need root access to run script");
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post("Need root access to run script");
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} else {
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} else {
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//TODO Run script here
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var filename = Player.currentServer.scripts[i].filename;
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//Add to current server's runningScripts
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Player.currentServer.runningScripts.push(filename)
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//Create WorkerScript
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var s = new WorkerScript();
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var s = new WorkerScript();
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s.name = Player.currentServer.scripts[i].filename;
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s.name = filename;
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s.code = Player.currentServer.scripts[i].code;
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s.code = Player.currentServer.scripts[i].code;
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s.hostname = Player.currentServer.hostname;
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workerScripts.push(s);
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workerScripts.push(s);
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console.log("Pushed script onto workerScripts");
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console.log("Pushed script onto workerScripts");
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return;
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return;
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@ -1,3 +1,6 @@
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//TODO Saving only works with stirngs.key value pairs. Think of a system to do saves
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// And everything with all the things I have
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//Replaces the character at an index with a new character
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//Replaces the character at an index with a new character
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String.prototype.replaceAt=function(index, character) {
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String.prototype.replaceAt=function(index, character) {
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return this.substr(0, index) + character + this.substr(index+character.length);
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return this.substr(0, index) + character + this.substr(index+character.length);
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