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https://github.com/bitburner-official/bitburner-src.git
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Merge pull request #2925 from Ornedan/necro-script-fix
Necro script fix
This commit is contained in:
commit
a17b81dff3
37
src/Netscript/ScriptDeath.ts
Normal file
37
src/Netscript/ScriptDeath.ts
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@ -0,0 +1,37 @@
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import { WorkerScript } from "./WorkerScript";
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/**
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* Script death marker.
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*
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* IMPORTANT: the game engine should not base any of it's decisions on the data
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* carried in a ScriptDeath instance.
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*
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* This is because ScriptDeath instances are thrown through player code when a
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* script is killed. Which grants the player access to the class and the ability
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* to construct new instances with arbitrary data.
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*/
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export class ScriptDeath {
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/** Process ID number. */
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pid: number;
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/** Filename of the script. */
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name: string;
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/** IP Address on which the script was running */
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hostname: string;
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/** Status message in case of script error. */
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errorMessage = "";
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constructor(ws: WorkerScript) {
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this.pid = ws.pid;
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this.name = ws.name;
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this.hostname = ws.hostname;
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this.errorMessage = ws.errorMessage;
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Object.freeze(this);
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}
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}
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Object.freeze(ScriptDeath);
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Object.freeze(ScriptDeath.prototype);
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@ -60,7 +60,7 @@ export class WorkerScript {
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env: Environment;
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/**
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* Status message in case of script error. Currently unused I think
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* Status message in case of script error.
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*/
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errorMessage = "";
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@ -2,6 +2,7 @@
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* Stops an actively-running script (represented by a WorkerScript object)
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* and removes it from the global pool of active scripts.
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*/
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import { ScriptDeath } from "./ScriptDeath";
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import { WorkerScript } from "./WorkerScript";
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import { workerScripts } from "./WorkerScripts";
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import { WorkerScriptStartStopEventEmitter } from "./WorkerScriptStartStopEventEmitter";
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@ -139,7 +140,7 @@ function killNetscriptDelay(workerScript: WorkerScript): void {
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if (workerScript.delay) {
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clearTimeout(workerScript.delay);
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if (workerScript.delayReject) {
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workerScript.delayReject(workerScript);
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workerScript.delayReject(new ScriptDeath(workerScript));
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}
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}
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}
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@ -1,15 +1,20 @@
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import { isString } from "./utils/helpers/isString";
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import { GetServer } from "./Server/AllServers";
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import { ScriptDeath } from "./Netscript/ScriptDeath";
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import { WorkerScript } from "./Netscript/WorkerScript";
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export function netscriptDelay(time: number, workerScript: WorkerScript): Promise<void> {
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// Cancel any pre-existing netscriptDelay'ed function call
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// TODO: the rejection almost certainly ends up in the uncaught rejection handler.
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// Maybe reject with a stack-trace'd error message?
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if (workerScript.delayReject) workerScript.delayReject();
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return new Promise(function (resolve, reject) {
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workerScript.delay = window.setTimeout(() => {
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workerScript.delay = null;
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workerScript.delayReject = undefined;
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if (workerScript.env.stopFlag) reject(workerScript);
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if (workerScript.env.stopFlag) reject(new ScriptDeath(workerScript));
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else resolve();
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}, time);
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workerScript.delayReject = reject;
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@ -637,9 +637,6 @@ export function NetscriptCorporation(
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const office = getOffice(divisionName, cityName);
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if (!Object.values(EmployeePositions).includes(job)) throw new Error(`'${job}' is not a valid job.`);
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return netscriptDelay(1000, workerScript).then(function () {
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if (workerScript.env.stopFlag) {
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return Promise.reject(workerScript);
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}
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return Promise.resolve(office.setEmployeeToJob(job, amount));
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});
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},
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@ -3,6 +3,7 @@
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* that allows for scripts to run
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*/
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import { killWorkerScript } from "./Netscript/killWorkerScript";
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import { ScriptDeath } from "./Netscript/ScriptDeath";
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import { WorkerScript } from "./Netscript/WorkerScript";
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import { workerScripts } from "./Netscript/WorkerScripts";
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import { WorkerScriptStartStopEventEmitter } from "./Netscript/WorkerScriptStartStopEventEmitter";
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@ -59,7 +60,7 @@ export function prestigeWorkerScripts(): void {
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// JS script promises need a little massaging to have the same guarantees as netscript
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// promises. This does said massaging and kicks the script off. It returns a promise
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// that resolves or rejects when the corresponding worker script is done.
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function startNetscript2Script(player: IPlayer, workerScript: WorkerScript): Promise<WorkerScript> {
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function startNetscript2Script(player: IPlayer, workerScript: WorkerScript): Promise<void> {
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workerScript.running = true;
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// The name of the currently running netscript function, to prevent concurrent
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@ -79,7 +80,7 @@ function startNetscript2Script(player: IPlayer, workerScript: WorkerScript): Pro
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// This is not a problem for legacy Netscript because it also checks the
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// stop flag in the evaluator.
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if (workerScript.env.stopFlag) {
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throw workerScript;
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throw new ScriptDeath(workerScript);
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}
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if (propName === "asleep") return f(...args); // OK for multiple simultaneous calls to sleep.
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@ -90,7 +91,7 @@ function startNetscript2Script(player: IPlayer, workerScript: WorkerScript): Pro
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"promise-returning function? (Currently running: %s tried to run: %s)";
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if (runningFn) {
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workerScript.errorMessage = makeRuntimeRejectMsg(workerScript, sprintf(msg, runningFn, propName));
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throw workerScript;
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throw new ScriptDeath(workerScript);
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}
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runningFn = propName;
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@ -135,10 +136,10 @@ function startNetscript2Script(player: IPlayer, workerScript: WorkerScript): Pro
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// Note: the environment that we pass to the JS script only needs to contain the functions visible
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// to that script, which env.vars does at this point.
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return new Promise<WorkerScript>((resolve, reject) => {
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return new Promise<void>((resolve, reject) => {
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executeJSScript(player, workerScript.getServer().scripts, workerScript)
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.then(() => {
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resolve(workerScript);
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resolve();
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})
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.catch((e) => reject(e));
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}).catch((e) => {
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@ -151,20 +152,21 @@ function startNetscript2Script(player: IPlayer, workerScript: WorkerScript): Pro
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e.message + ((e.stack && "\nstack:\n" + e.stack.toString()) || ""),
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);
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}
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throw workerScript;
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throw new ScriptDeath(workerScript);
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} else if (isScriptErrorMessage(e)) {
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workerScript.errorMessage = e;
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throw workerScript;
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} else if (e instanceof WorkerScript) {
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throw new ScriptDeath(workerScript);
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} else if (e instanceof ScriptDeath) {
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throw e;
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}
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workerScript.errorMessage = makeRuntimeRejectMsg(workerScript, e);
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throw workerScript; // Don't know what to do with it, let's rethrow.
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// Don't know what to do with it, let's try making an error message out of it
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workerScript.errorMessage = makeRuntimeRejectMsg(workerScript, "" + e);
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throw new ScriptDeath(workerScript);
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});
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}
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function startNetscript1Script(workerScript: WorkerScript): Promise<WorkerScript> {
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function startNetscript1Script(workerScript: WorkerScript): Promise<void> {
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const code = workerScript.code;
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workerScript.running = true;
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@ -179,7 +181,7 @@ function startNetscript1Script(workerScript: WorkerScript): Promise<WorkerScript
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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 Promise.resolve(workerScript);
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return Promise.resolve();
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}
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const interpreterInitialization = function (int: any, scope: any): void {
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@ -212,7 +214,7 @@ function startNetscript1Script(workerScript: WorkerScript): Promise<WorkerScript
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})
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.catch(function (err: any) {
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// workerscript is when you cancel a delay
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if (!(err instanceof WorkerScript)) {
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if (!(err instanceof ScriptDeath)) {
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console.error(err);
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const errorTextArray = err.split("|DELIMITER|");
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const hostname = errorTextArray[1];
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@ -225,7 +227,7 @@ function startNetscript1Script(workerScript: WorkerScript): Promise<WorkerScript
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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 Promise.resolve(workerScript);
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return Promise.resolve();
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}
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});
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};
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@ -288,14 +290,14 @@ function startNetscript1Script(workerScript: WorkerScript): Promise<WorkerScript
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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 Promise.resolve(workerScript);
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return Promise.resolve();
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}
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return new Promise(function (resolve, reject) {
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function runInterpreter(): void {
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try {
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if (workerScript.env.stopFlag) {
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return reject(workerScript);
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return reject(new ScriptDeath(workerScript));
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}
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let more = true;
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@ -308,7 +310,7 @@ function startNetscript1Script(workerScript: WorkerScript): Promise<WorkerScript
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if (more) {
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setTimeout(runInterpreter, Settings.CodeInstructionRunTime);
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} else {
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resolve(workerScript);
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resolve();
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}
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} catch (e: any) {
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e = e.toString();
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@ -316,7 +318,7 @@ function startNetscript1Script(workerScript: WorkerScript): Promise<WorkerScript
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e = makeRuntimeRejectMsg(workerScript, e);
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}
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workerScript.errorMessage = e;
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return reject(workerScript);
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return reject(new ScriptDeath(workerScript));
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}
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}
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@ -325,11 +327,12 @@ function startNetscript1Script(workerScript: WorkerScript): Promise<WorkerScript
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} catch (e: any) {
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if (isString(e)) {
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workerScript.errorMessage = e;
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return reject(workerScript);
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} else if (e instanceof WorkerScript) {
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return reject(new ScriptDeath(workerScript));
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} else if (e instanceof ScriptDeath) {
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return reject(e);
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} else {
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return reject(workerScript);
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console.error(e);
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return reject(new ScriptDeath(workerScript));
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}
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}
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});
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@ -552,29 +555,29 @@ function createAndAddWorkerScript(
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// Create the WorkerScript. NOTE: WorkerScript ctor will set the underlying
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// RunningScript's PID as well
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const s = new WorkerScript(runningScriptObj, pid, NetscriptFunctions);
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s.ramUsage = oneRamUsage;
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const workerScript = new WorkerScript(runningScriptObj, pid, NetscriptFunctions);
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workerScript.ramUsage = oneRamUsage;
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// Add the WorkerScript to the global pool
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workerScripts.set(pid, s);
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workerScripts.set(pid, workerScript);
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WorkerScriptStartStopEventEmitter.emit();
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// Start the script's execution
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let p: Promise<WorkerScript> | null = null; // Script's resulting promise
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if (s.name.endsWith(".js") || s.name.endsWith(".ns")) {
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p = startNetscript2Script(player, s);
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let scriptExecution: Promise<void> | null = null; // Script's resulting promise
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if (workerScript.name.endsWith(".js") || workerScript.name.endsWith(".ns")) {
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scriptExecution = startNetscript2Script(player, workerScript);
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} else {
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p = startNetscript1Script(s);
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if (!(p instanceof Promise)) {
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scriptExecution = startNetscript1Script(workerScript);
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if (!(scriptExecution instanceof Promise)) {
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return false;
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}
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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: WorkerScript) {
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w.running = false;
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w.env.stopFlag = true;
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scriptExecution.then(function () {
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workerScript.running = false;
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workerScript.env.stopFlag = true;
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// On natural death, the earnings are transfered to the parent if it still exists.
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if (parent !== undefined) {
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if (parent.running) {
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@ -583,51 +586,51 @@ function createAndAddWorkerScript(
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}
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}
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killWorkerScript(s);
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w.log("", () => "Script finished running");
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}).catch(function (w) {
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if (w instanceof Error) {
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killWorkerScript(workerScript);
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workerScript.log("", () => "Script finished running");
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}).catch(function (e) {
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if (e instanceof Error) {
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dialogBoxCreate("Script runtime unknown error. This is a bug please contact game developer");
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console.error("Evaluating workerscript returns an Error. THIS SHOULDN'T HAPPEN: " + w.toString());
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console.error("Evaluating workerscript returns an Error. THIS SHOULDN'T HAPPEN: " + e.toString());
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return;
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} else if (w instanceof WorkerScript) {
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if (isScriptErrorMessage(w.errorMessage)) {
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const errorTextArray = w.errorMessage.split("|DELIMITER|");
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} else if (e instanceof ScriptDeath) {
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if (isScriptErrorMessage(workerScript.errorMessage)) {
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const errorTextArray = workerScript.errorMessage.split("|DELIMITER|");
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if (errorTextArray.length != 4) {
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console.error("ERROR: Something wrong with Error text in evaluator...");
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console.error("Error text: " + w.errorMessage);
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console.error("Error text: " + workerScript.errorMessage);
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return;
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}
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const hostname = errorTextArray[1];
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const scriptName = errorTextArray[2];
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const errorMsg = errorTextArray[3];
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let msg = `RUNTIME ERROR<br>${scriptName}@${hostname}<br>`;
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if (w.args.length > 0) {
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msg += `Args: ${arrayToString(w.args)}<br>`;
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let msg = `RUNTIME ERROR<br>${scriptName}@${hostname} (PID - ${workerScript.pid})<br>`;
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if (workerScript.args.length > 0) {
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msg += `Args: ${arrayToString(workerScript.args)}<br>`;
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}
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msg += "<br>";
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msg += errorMsg;
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dialogBoxCreate(msg);
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w.log("", () => "Script crashed with runtime error");
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workerScript.log("", () => "Script crashed with runtime error");
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} else {
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w.log("", () => "Script killed");
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workerScript.log("", () => "Script killed");
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return; // Already killed, so stop here
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}
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} else if (isScriptErrorMessage(w)) {
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} else if (isScriptErrorMessage(e)) {
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dialogBoxCreate("Script runtime unknown error. This is a bug please contact game developer");
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console.error(
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"ERROR: Evaluating workerscript returns only error message rather than WorkerScript object. THIS SHOULDN'T HAPPEN: " +
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w.toString(),
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e.toString(),
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);
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return;
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} else {
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dialogBoxCreate("An unknown script died for an unknown reason. This is a bug please contact game dev");
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console.error(w);
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console.error(e);
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}
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killWorkerScript(s);
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killWorkerScript(workerScript);
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});
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return true;
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@ -1,4 +1,4 @@
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import { WorkerScript } from "./Netscript/WorkerScript";
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import { ScriptDeath } from "./Netscript/ScriptDeath";
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import { isScriptErrorMessage } from "./NetscriptEvaluator";
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import { dialogBoxCreate } from "./ui/React/DialogBox";
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@ -14,9 +14,9 @@ export function setupUncaughtPromiseHandler(): void {
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msg += "<br>";
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msg += errorMsg;
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dialogBoxCreate(msg);
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} else if (e.reason instanceof WorkerScript) {
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} else if (e.reason instanceof ScriptDeath) {
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const msg =
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`UNCAUGHT PROMISE ERROR<br>You forgot to await a promise<br>${e.reason.name}@${e.reason.hostname}<br>` +
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`UNCAUGHT PROMISE ERROR<br>You forgot to await a promise<br>${e.reason.name}@${e.reason.hostname} (PID - ${e.reason.pid})<br>` +
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`Maybe hack / grow / weaken ?`;
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dialogBoxCreate(msg);
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}
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