Merge branch 'dev' into contracts_encryption

This commit is contained in:
Markus-D-M 2022-05-26 09:09:34 +02:00
commit ec95730a81
16 changed files with 87 additions and 124 deletions

@ -7,7 +7,7 @@ module.exports = {
extends: [
"eslint:recommended",
"plugin:@typescript-eslint/recommended",
"plugin:@typescript-eslint/recommended-requiring-type-checking",
// "plugin:@typescript-eslint/recommended-requiring-type-checking",
],
parser: "@typescript-eslint/parser",
parserOptions: {

4
dist/main.bundle.js vendored

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64
dist/vendor.bundle.js vendored

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@ -179,12 +179,6 @@ export const CurrentOptionsPage = (props: IProps): React.ReactElement => {
</>
}
/>
<OptionSwitch
checked={Settings.InfinityLoopSafety}
onChange={(newValue) => (Settings.InfinityLoopSafety = newValue)}
text="Script infinite loop safety net"
tooltip={<>If this is set the game will attempt to automatically kill scripts stuck in infinite loops.</>}
/>
</GameOptionsPage>
),
[GameOptionsTab.INTERFACE]: (

@ -277,14 +277,6 @@ export const GameOptionsSidebar = (props: IProps): React.ReactElement => {
>
Reddit
</Button>
<Button
startIcon={<Public />}
href="https://plaza.dsolver.ca/games/bitburner"
target="_blank"
sx={{ gridArea: "plaza" }}
>
Incremental game plaza
</Button>
</Box>
{!location.href.startsWith("file://") && (

@ -95,22 +95,12 @@ function wrapFunction(
boolean: helpers.boolean,
getServer: (hostname: string) => helpers.getServer(hostname, ctx),
checkSingularityAccess: () => helpers.checkSingularityAccess(functionName),
hack: helpers.hack,
hack: (hostname: any, manual: any, extra?: any) => helpers.hack(ctx, hostname, manual, extra),
getValidPort: (port: any) => helpers.getValidPort(functionPath, port),
},
};
const safetyEnabled = Settings.InfinityLoopSafety;
function wrappedFunction(...args: unknown[]): unknown {
helpers.updateDynamicRam(ctx.function, getRamCost(Player, ...tree, ctx.function));
if (safetyEnabled) {
const now = performance.now();
if (now - workerScript.infiniteLoopSafety > CONSTANTS.InfiniteLoopLimit) {
throw new Error(
`Potential infinite loop without sleep detected. The game spent ${CONSTANTS.InfiniteLoopLimit}ms stuck in this script. (Are you using 'asleep' by mistake?)`,
);
}
}
return func(ctx)(...args);
}
const parent = getNestedProperty(wrappedAPI, ...tree);

@ -112,11 +112,6 @@ export class WorkerScript {
*/
atExit: any;
/**
* Once this counter reaches it's limit the script crashes. It is reset when a promise completes.
*/
infiniteLoopSafety = performance.now();
constructor(runningScriptObj: RunningScript, pid: number, nsFuncsGenerator?: (ws: WorkerScript) => NS) {
this.name = runningScriptObj.filename;
this.hostname = runningScriptObj.server;

@ -14,8 +14,6 @@ export function netscriptDelay(time: number, workerScript: WorkerScript): Promis
workerScript.delay = window.setTimeout(() => {
workerScript.delay = null;
workerScript.delayReject = undefined;
workerScript.infiniteLoopSafety = performance.now();
if (workerScript.env.stopFlag) reject(new ScriptDeath(workerScript));
else resolve();
}, time);

@ -539,8 +539,8 @@ export function NetscriptFunctions(workerScript: WorkerScript): NS {
stock: NetscriptStockMarket(Player, workerScript),
grafting: NetscriptGrafting(Player),
hacknet: NetscriptHacknet(Player, workerScript),
sprintf: sprintf,
vsprintf: vsprintf,
sprintf: () => sprintf,
vsprintf: () => vsprintf,
scan:
(ctx: NetscriptContext) =>
(_hostname: unknown = workerScript.hostname): string[] => {

@ -725,7 +725,7 @@ export function NetscriptCorporation(player: IPlayer, workerScript: WorkerScript
const employeeName = ctx.helper.string("employeeName", _employeeName);
const job = ctx.helper.string("job", _job);
const employee = getEmployee(divisionName, cityName, employeeName);
return netscriptDelay(1000, workerScript).then(function () {
return netscriptDelay(["Training", "Unassigned"].includes(employee.pos) ? 0 : 1000, workerScript).then(function () {
return Promise.resolve(AssignJob(employee, job));
});
},

@ -598,8 +598,7 @@ export function NetscriptSingularity(player: IPlayer, workerScript: WorkerScript
const server = player.getCurrentServer();
return _ctx.helper.hack(server.hostname, true);
},
installBackdoor: (_ctx: NetscriptContext) =>
function (): Promise<void> {
installBackdoor: (_ctx: NetscriptContext) => async (): Promise<void> => {
_ctx.helper.checkSingularityAccess();
const baseserver = player.getCurrentServer();
if (!(baseserver instanceof Server)) {

@ -2287,7 +2287,7 @@ export function checkForFactionInvitations(this: IPlayer): Faction[] {
!fulcrumsecrettechonologiesFac.isMember &&
!fulcrumsecrettechonologiesFac.alreadyInvited &&
fulcrumSecretServer.backdoorInstalled &&
checkMegacorpRequirements(LocationName.AevumFulcrumTechnologies, 250e3)
checkMegacorpRequirements(LocationName.AevumFulcrumTechnologies)
) {
invitedFactions.push(fulcrumsecrettechonologiesFac);
}

@ -54,11 +54,6 @@ interface IDefaultSettings {
*/
EnableBashHotkeys: boolean;
/**
* Infinite loop safety net
*/
InfinityLoopSafety: boolean;
/**
* Timestamps format
*/
@ -206,7 +201,6 @@ export const defaultSettings: IDefaultSettings = {
DisableOverviewProgressBars: false,
EnableBashHotkeys: false,
TimestampsFormat: "",
InfinityLoopSafety: true,
Locale: "en",
MaxRecentScriptsCapacity: 50,
MaxLogCapacity: 50,
@ -247,7 +241,6 @@ export const Settings: ISettings & ISelfInitializer & ISelfLoading = {
DisableOverviewProgressBars: defaultSettings.DisableOverviewProgressBars,
EnableBashHotkeys: defaultSettings.EnableBashHotkeys,
TimestampsFormat: defaultSettings.TimestampsFormat,
InfinityLoopSafety: defaultSettings.InfinityLoopSafety,
Locale: "en",
MaxRecentScriptsCapacity: defaultSettings.MaxRecentScriptsCapacity,
MaxLogCapacity: defaultSettings.MaxLogCapacity,

@ -272,6 +272,7 @@ const Engine: {
const numCyclesOffline = Math.floor(timeOffline / CONSTANTS._idleSpeed);
// Generate coding contracts
if (Player.sourceFiles.length > 0) {
let numContracts = 0;
if (numCyclesOffline < 3000 * 100) {
// if we have less than 100 rolls, just roll them exactly.
@ -285,6 +286,7 @@ const Engine: {
for (let i = 0; i < numContracts; i++) {
generateRandomContract();
}
}
let offlineReputation = 0;
const offlineHackingIncome = (Player.moneySourceA.hacking / Player.playtimeSinceLastAug) * timeOffline * 0.75;