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https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-09 17:23:53 +01:00
Various fixes to our upgrade logic (#536)
Stuff broke over time, especially with the major changes we made leading up to 2.3. We should test with older saves if/when we make large changes in the future. Fixes #532
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@ -238,17 +238,6 @@ export class OfficeSpace {
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}
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static fromJSON(value: IReviverValue): OfficeSpace {
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// Convert employees from the old version
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if (Object.hasOwn(value.data, "employees")) {
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const empCopy: [{ data: { mor: number; ene: number; exp: number } }] = value.data.employees;
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delete value.data.employees;
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const ret = Generic_fromJSON(OfficeSpace, value.data);
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ret.numEmployees = empCopy.length;
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ret.avgMorale = empCopy.reduce((a, b) => a + b.data.mor, 0) / ret.numEmployees || 75;
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ret.avgEnergy = empCopy.reduce((a, b) => a + b.data.ene, 0) / ret.numEmployees || 75;
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ret.totalExperience = empCopy.reduce((a, b) => a + b.data.exp, 0);
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return ret;
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}
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return Generic_fromJSON(OfficeSpace, value.data);
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}
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}
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@ -478,6 +478,51 @@ function evaluateVersionCompatibility(ver: string | number): void {
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const graft = anyPlayer.graftAugmentationName;
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if (graft) Player.augmentations.push({ name: graft, level: 1 });
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}
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if (ver < 31) {
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// This section of 2.3.0 changes is intentionally OUT-OF-ORDER.
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// This is because it upgrades how files and paths are handled, and other
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// (old) upgrade sections have come to depend on the new format, via
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// standard helper functions.
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// Other 2.3.0 changes are in their regular place.
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Terminal.warn("Migrating to 2.3.0, loading with no scripts.");
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const newDirectory = resolveDirectory("v2.3FileChanges/") as Directory;
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for (const server of GetAllServers()) {
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// Do not load saved scripts on migration
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server.savedScripts = [];
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let invalidScriptCount = 0;
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// There was a brief dev window where Server.scripts was already a map but the filepath changes weren't in yet.
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const oldScripts = Array.isArray(server.scripts) ? (server.scripts as Script[]) : [...server.scripts.values()];
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server.scripts = new JSONMap();
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// In case somehow there are previously valid filenames that can't be sanitized, they will go in a new directory with a note.
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for (const script of oldScripts) {
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let newFilePath = resolveScriptFilePath(script.filename);
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if (!newFilePath) {
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newFilePath = `${newDirectory}script${++invalidScriptCount}.js` as ScriptFilePath;
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script.content = `// Original path: ${script.filename}. Path was no longer valid\n` + script.content;
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}
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script.filename = newFilePath;
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server.scripts.set(newFilePath, script);
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}
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// Handle changing textFiles to a map as well as FilePath changes at the same time.
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if (Array.isArray(server.textFiles)) {
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const oldTextFiles = server.textFiles as (TextFile & { fn?: string })[];
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server.textFiles = new JSONMap();
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let invalidTextCount = 0;
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for (const textFile of oldTextFiles) {
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const oldName = textFile.fn ?? textFile.filename;
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delete textFile.fn;
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let newFilePath = resolveTextFilePath(oldName);
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if (!newFilePath) {
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newFilePath = `${newDirectory}text${++invalidTextCount}.txt` as TextFilePath;
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textFile.content = `// Original path: ${textFile.filename}. Path was no longer valid\n` + textFile.content;
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}
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textFile.filename = newFilePath;
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server.textFiles.set(newFilePath, textFile);
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}
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}
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}
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}
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if (ver < 22) {
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v22PlayerBreak();
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v2APIBreak();
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@ -668,44 +713,6 @@ function evaluateVersionCompatibility(ver: string | number): void {
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anyPlayer.lastNodeReset = anyPlayer.lastUpdate - anyPlayer.playtimeSinceLastBitnode;
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}
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Terminal.warn("Migrating to 2.3.0, loading with no scripts.");
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const newDirectory = resolveDirectory("v2.3FileChanges/") as Directory;
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for (const server of GetAllServers()) {
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// Do not load saved scripts on migration
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server.savedScripts = [];
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let invalidScriptCount = 0;
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// There was a brief dev window where Server.scripts was already a map but the filepath changes weren't in yet.
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const oldScripts = Array.isArray(server.scripts) ? (server.scripts as Script[]) : [...server.scripts.values()];
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server.scripts = new JSONMap();
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// In case somehow there are previously valid filenames that can't be sanitized, they will go in a new directory with a note.
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for (const script of oldScripts) {
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let newFilePath = resolveScriptFilePath(script.filename);
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if (!newFilePath) {
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newFilePath = `${newDirectory}script${++invalidScriptCount}.js` as ScriptFilePath;
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script.content = `// Original path: ${script.filename}. Path was no longer valid\n` + script.content;
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}
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script.filename = newFilePath;
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server.scripts.set(newFilePath, script);
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}
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// Handle changing textFiles to a map as well as FilePath changes at the same time.
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if (Array.isArray(server.textFiles)) {
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const oldTextFiles = server.textFiles as (TextFile & { fn?: string })[];
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server.textFiles = new JSONMap();
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let invalidTextCount = 0;
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for (const textFile of oldTextFiles) {
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const oldName = textFile.fn ?? textFile.filename;
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delete textFile.fn;
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let newFilePath = resolveTextFilePath(oldName);
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if (!newFilePath) {
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newFilePath = `${newDirectory}text${++invalidTextCount}.txt` as TextFilePath;
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textFile.content = `// Original path: ${textFile.filename}. Path was no longer valid\n` + textFile.content;
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}
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textFile.filename = newFilePath;
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server.textFiles.set(newFilePath, textFile);
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}
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}
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}
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// Reset corporation to new format.
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const oldCorp = anyPlayer.corporation as Corporation | null | 0;
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if (oldCorp && Array.isArray(oldCorp.divisions)) {
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@ -764,6 +771,7 @@ function loadGame(saveString: string): boolean {
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try {
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loadStockMarket(saveObj.StockMarketSave);
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} catch (e) {
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console.error("Couldn't load stock market:", e);
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loadStockMarket("");
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}
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} else {
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@ -804,6 +812,7 @@ function loadGame(saveString: string): boolean {
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createNewUpdateText();
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}
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} catch (e) {
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console.error("Error upgrading versions:", e);
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createNewUpdateText();
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}
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} else {
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@ -1,12 +1,11 @@
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import React from "react";
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import { SourceFile } from "./SourceFile";
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import { initBitNodes, initBitNodeMultipliers } from "../BitNode/BitNode";
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import { initBitNodes } from "../BitNode/BitNode";
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export const SourceFiles: Record<string, SourceFile> = {};
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/** Engine initializer for SourceFiles, BitNodes, and BitNodeMultipliers. Run once at engine load. */
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export function initSourceFiles() {
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initBitNodes();
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initBitNodeMultipliers();
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SourceFiles.SourceFile1 = new SourceFile(
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1,
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(
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@ -1,6 +1,7 @@
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import { convertTimeMsToTimeElapsedString } from "./utils/StringHelperFunctions";
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import { initAugmentations } from "./Augmentation/AugmentationHelpers";
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import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
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import { initBitNodeMultipliers } from "./BitNode/BitNode";
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import { initSourceFiles } from "./SourceFile/SourceFiles";
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import { generateRandomContract } from "./CodingContractGenerator";
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import { initCompanies } from "./Company/Companies";
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@ -229,11 +230,14 @@ const Engine: {
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load: function (saveString) {
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startExploits();
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setupUncaughtPromiseHandler();
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// Source files must be initialized early because save-game translation in
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// loadGame() needs them sometimes.
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initSourceFiles();
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// Load game from save or create new game
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if (loadGame(saveString)) {
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FormatsNeedToChange.emit();
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initSourceFiles();
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initBitNodeMultipliers();
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initAugmentations(); // Also calls Player.reapplyAllAugmentations()
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Player.reapplyAllSourceFiles();
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if (Player.hasWseAccount) {
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@ -374,7 +378,7 @@ const Engine: {
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} else {
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// No save found, start new game
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FormatsNeedToChange.emit();
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initSourceFiles();
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initBitNodeMultipliers();
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Engine.start(); // Run main game loop and Scripts loop
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Player.init();
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initForeignServers(Player.getHomeComputer());
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@ -34,6 +34,9 @@ export function Reviver(_key: string, value: unknown): any {
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case "Industry":
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console.warn("Converting a corp from pre-2.3");
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return value.data; // Will immediately be overwritten by v2.3 save migration code
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case "Employee":
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console.warn("Converting a corp from pre-2.2");
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return value.data; // Will immediately be overwritten by v2.3 save migration code
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}
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// Missing constructor with no special handling. Throw error.
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throw new Error(`Could not locate constructor named ${value.ctor}. If the save data is valid, this is a bug.`);
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@ -229,7 +229,7 @@ export const v2APIBreak = () => {
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}
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// API break function is called before the version31 2.3.0 changes, scripts are still an array.
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for (const script of home.scripts as unknown as Script[]) {
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for (const script of home.scripts.values() as unknown as Script[]) {
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processScript(rules, script);
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}
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