The current implementation was naive; disableLog("ALL") was storing a
key for every function, and iterating over a different object to do it
(when iterating over objects is quite slow).
The common cases of Bitburner (and especially batching, where efficiency
matters most) are either never disabling anything, or disabling "ALL".
This optimizes for these two cases, at the expense of slightly more
complicated code to deal with the less-common edge cases.
If the game takes long enough to load, certain counters can become
eligible to run as soon as Engine.start() runs. When this happens,
eventually Router.page() is called, which throws an Error since Router
isn't initialized yet. (Dropping a breakpoint before Engine.start() and
waiting at least 30 seconds is enough to reliably repro, but I have seen
this both live and in tests.)
This fixes it so that Router.page() is valid immediately, returning a
value of Page.LoadingScreen. It also removes the isInitialized field,
since this is now redundant. Trying to switch pages is still an error,
but that doesn't happen without user input, whereas checking the current
page is quite common.
This also consolidates a check for "should we show toasts" behind a
function in Router, making the logic central and equal for a few
usecases. This means (for instance) that the "autosave is disabled"
logic won't run during infiltration. (The toast should have already been
suppressed.)
* Fix the type declaration of `!!raw-loader!` modules.
Instead of declaring them to export an object with a single key
`default` which is a string, the modules have a default export, which
is a string.
Note, that this doesn't actually change the generated code, just the
types that typescript sees. The code worked before because the only
thing done to the values was to coerce the values to a string, which
turned into a no-op.
* Switch from using `raw-loader` to using a source asset module.
`raw-loader` was deprecated in webpack v5.
To use this, add a line like "ns.ramOverride(2);" as the first statement
in main(). Not only will it take effect at runtime, but it will now
*also* be parsed at compile time, changing the script's static RAM
limit. Since ns.ramOverride is a 0-cost function, the call to it on
startup then becomes a no-op.
This is an often-requested feature, and allows for scripts to set their
usage without it needing to be explicitly mentioned via args or options
when being launched. This also reduces pressure on the static RAM
analysis to be perfect all the time. (But certain limits, such as
"functions names must be unique across namespaces," remain.)
This also adds a tooltip to the RAM calculation, to make this slightly
discoverable.
* IPVGO: Explicitly link the generated API documentation in the algorithm design doc
* IPVGO: Fix missing factions in netscript docs
* IPVGO: Linting
* IPVGO: Ensure resetBoardState() logs that a new game has started
* 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.
Allows corporation.upgradeOfficeSize to increase the size of a Corporation office by a non-multiple of 3 and also be charged a corresponding amount of corporate funds. See #1166 for details of current behavior.
* No longer tells player it is a dev version and shows changelog every load
* Updated snapshot for player save format continuity test (changed due to number of donations changing)
* Fixed some display issues surrounding augmentations page (newlines were not displaying in tooltip, and NFG is sorted at the top again)