To make this simpler, there is now a general-purpose util for getting
random bigints. I don't know if anyone else will use it, but it makes
this code simpler.
I also rejiggered the type-checking on contracts a little more, because
the previous refactor didn't quite catch all the mistakes that could be
made.
There are a bunch of React components that update at the same rate
that the game engine processes cycles. Rather than have each place
that does so start its own timer to update that often, add a new
react hook that triggers an update shortly after the engine completes
a cycle.
We are getting some more error reports coming in that don't have enough
info in them. It turns out that populating the stack trace was gated
behind the dev flag; in reality, production builds are where we need it
most. Even if it ends up being obfuscated (source maps should prevent
this), we can figure out the actual source lines with enough effort if
need be.
This also changes to using the actual stack trace, rather than the
"component" trace (the tree of JSX objects), since knowing where the
code failed is far more valuable. Also, it ensures we get the full error
details when things go wrong in savefile loading.
* Use Compression Streams API instead of jszip or other libraries.
* Remove usage of base64 in the new binary format.
* Do not convert binary data to string and back. The type of save data is SaveData, it's either string (old base64 format) or Uint8Array (new binary format).
* Proper support for interacting with electron-related code. Electron-related code assumes that save data is in the base64 format.
* Proper support for other tools (DevMenu, pretty-save.js). Full support for DevMenu will be added in a follow-up PR. Check the comments in src\DevMenu\ui\SaveFileDev.tsx for details.
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
* Added new types for various file paths, all in the Paths folder.
* TypeSafety and other helper functions related to these types
* Added basic globbing support with * and ?. Currently only implemented for Script/Text, on nano and download terminal commands
* Enforcing the new types throughout the codebase, plus whatever rewrites happened along the way
* Server.textFiles is now a map
* TextFile no longer uses a fn property, now it is filename
* Added a shared ContentFile interface for shared functionality between TextFile and Script.
* related to ContentFile change above, the player is now allowed to move a text file to a script file and vice versa.
* File paths no longer conditionally start with slashes, and all directory names other than root have ending slashes. The player is still able to provide paths starting with / but this now indicates that the player is specifying an absolute path instead of one relative to root.
* Singularized the MessageFilename and LiteratureName enums
* Because they now only accept correct types, server.writeToXFile functions now always succeed (the only reasons they could fail before were invalid filepath).
* Fix several issues with tab completion, which included pretty much a complete rewrite
* Changed the autocomplete display options so there's less chance it clips outside the display area.
* Turned CompletedProgramName into an enum.
* Got rid of programsMetadata, and programs and DarkWebItems are now initialized immediately instead of relying on initializers called from the engine.
* For any executable (program, cct, or script file) pathing can be used directly to execute without using the run command (previously the command had to start with ./ and it wasn't actually using pathing).