mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-11 18:23:54 +01:00
747 lines
26 KiB
TypeScript
747 lines
26 KiB
TypeScript
/**
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* Functions for handling WorkerScripts, which are the underlying mechanism
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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 { 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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import { generateNextPid } from "./Netscript/Pid";
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import { CONSTANTS } from "./Constants";
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import { Interpreter } from "./ThirdParty/JSInterpreter";
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import { isScriptErrorMessage, makeRuntimeRejectMsg } from "./NetscriptEvaluator";
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import { NetscriptFunctions } from "./NetscriptFunctions";
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import { executeJSScript } from "./NetscriptJSEvaluator";
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import { NetscriptPort, IPort } from "./NetscriptPort";
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import { RunningScript } from "./Script/RunningScript";
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import { getRamUsageFromRunningScript } from "./Script/RunningScriptHelpers";
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import { scriptCalculateOfflineProduction } from "./Script/ScriptHelpers";
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import { Script } from "./Script/Script";
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import { GetAllServers } from "./Server/AllServers";
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import { BaseServer } from "./Server/BaseServer";
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import { Settings } from "./Settings/Settings";
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import { generate } from "escodegen";
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import { dialogBoxCreate } from "./ui/React/DialogBox";
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import { arrayToString } from "./utils/helpers/arrayToString";
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import { roundToTwo } from "./utils/helpers/roundToTwo";
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import { isString } from "./utils/helpers/isString";
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import { sprintf } from "sprintf-js";
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import { parse } from "acorn";
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import { simple as walksimple } from "acorn-walk";
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import { areFilesEqual } from "./Terminal/DirectoryHelpers";
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import { Player } from "./Player";
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import { Terminal } from "./Terminal";
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import { IPlayer } from "./PersonObjects/IPlayer";
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// Netscript Ports are instantiated here
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export const NetscriptPorts: IPort[] = [];
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for (let i = 0; i < CONSTANTS.NumNetscriptPorts; ++i) {
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NetscriptPorts.push(NetscriptPort());
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}
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export function prestigeWorkerScripts(): void {
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for (const ws of workerScripts.values()) {
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ws.env.stopFlag = true;
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killWorkerScript(ws);
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}
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for (const port of NetscriptPorts) {
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port.clear();
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}
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WorkerScriptStartStopEventEmitter.emit();
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workerScripts.clear();
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}
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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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workerScript.running = true;
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// The name of the currently running netscript function, to prevent concurrent
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// calls to hack, grow, etc.
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let runningFn: string | null = null;
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// We need to go through the environment and wrap each function in such a way that it
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// can be called at most once at a time. This will prevent situations where multiple
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// hack promises are outstanding, for example.
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function wrap(propName: string, f: (...args: any[]) => Promise<void>): (...args: any[]) => Promise<void> {
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// This function unfortunately cannot be an async function, because we don't
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// know if the original one was, and there's no way to tell.
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return function (...args: any[]) {
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// Wrap every netscript function with a check for the stop flag.
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// This prevents cases where we never stop because we are only calling
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// netscript functions that don't check this.
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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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}
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if (propName === "asleep") return f(...args); // OK for multiple simultaneous calls to sleep.
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const msg =
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"Concurrent calls to Netscript functions are not allowed! " +
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"Did you forget to await hack(), grow(), or some other " +
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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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}
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runningFn = propName;
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// If the function throws an error, clear the runningFn flag first, and then re-throw it
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// This allows people to properly catch errors thrown by NS functions without getting
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// the concurrent call error above
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let result;
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try {
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result = f(...args);
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} catch (e: any) {
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runningFn = null;
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throw e;
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}
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if (result && result.finally !== undefined) {
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return result.finally(function () {
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runningFn = null;
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});
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} else {
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runningFn = null;
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return result;
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}
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};
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}
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for (const prop in workerScript.env.vars) {
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if (typeof workerScript.env.vars[prop] !== "function") continue;
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workerScript.env.vars[prop] = wrap(prop, workerScript.env.vars[prop]);
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}
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workerScript.env.vars.stanek.charge = wrap("stanek.prop", workerScript.env.vars.stanek.charge);
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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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executeJSScript(player, workerScript.getServer().scripts, workerScript)
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.then(() => {
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resolve(workerScript);
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})
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.catch((e) => reject(e));
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}).catch((e) => {
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console.log(e);
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if (e instanceof Error) {
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if (e instanceof SyntaxError) {
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workerScript.errorMessage = makeRuntimeRejectMsg(workerScript, e.message + " (sorry we can't be more helpful)");
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} else {
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workerScript.errorMessage = makeRuntimeRejectMsg(
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workerScript,
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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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} 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 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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});
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}
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function startNetscript1Script(workerScript: WorkerScript): Promise<WorkerScript> {
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const code = workerScript.code;
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workerScript.running = true;
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//Process imports
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let codeWithImports, codeLineOffset;
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try {
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const importProcessingRes = processNetscript1Imports(code, workerScript);
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codeWithImports = importProcessingRes.code;
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codeLineOffset = importProcessingRes.lineOffset;
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} catch (e: any) {
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dialogBoxCreate("Error processing Imports in " + workerScript.name + ":<br>" + e);
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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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}
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const interpreterInitialization = function (int: any, scope: any): void {
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//Add the Netscript environment
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const ns = NetscriptFunctions(workerScript);
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for (const name in ns) {
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const entry = ns[name];
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if (typeof entry === "function") {
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//Async functions need to be wrapped. See JS-Interpreter documentation
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if (["hack", "grow", "weaken", "sleep", "prompt", "manualHack", "scp", "write"].includes(name)) {
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const tempWrapper = function (...args: any[]): void {
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const fnArgs = [];
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//All of the Object/array elements are in JSInterpreter format, so
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//we have to convert them back to native format to pass them to these fns
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for (let i = 0; i < args.length - 1; ++i) {
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if (typeof args[i] === "object" || args[i].constructor === Array) {
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fnArgs.push(int.pseudoToNative(args[i]));
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} else {
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fnArgs.push(args[i]);
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}
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}
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const cb = args[args.length - 1];
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const fnPromise = entry(...fnArgs);
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fnPromise
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.then(function (res: any) {
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cb(res);
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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)) console.error(err);
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});
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};
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int.setProperty(scope, name, int.createAsyncFunction(tempWrapper));
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} else if (
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name === "sprintf" ||
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name === "vsprintf" ||
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name === "scp" ||
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name == "write" ||
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name === "tryWrite" ||
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name === "run" ||
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name === "exec"
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) {
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const tempWrapper = function (...args: any[]): void {
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const fnArgs = [];
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//All of the Object/array elements are in JSInterpreter format, so
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//we have to convert them back to native format to pass them to these fns
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for (let i = 0; i < args.length; ++i) {
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if (typeof args[i] === "object" || args[i].constructor === Array) {
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fnArgs.push(int.pseudoToNative(args[i]));
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} else {
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fnArgs.push(args[i]);
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}
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}
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return entry(...fnArgs);
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};
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int.setProperty(scope, name, int.createNativeFunction(tempWrapper));
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} else {
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const tempWrapper = function (...args: any[]): any {
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const res = entry(...args);
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if (res == null) {
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return res;
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} else if (res.constructor === Array || res === Object(res)) {
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//Objects and Arrays must be converted to the interpreter's format
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return int.nativeToPseudo(res);
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} else {
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return res;
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}
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};
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int.setProperty(scope, name, int.createNativeFunction(tempWrapper));
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}
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} else {
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//bladeburner, or anything else
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int.setProperty(scope, name, int.nativeToPseudo(entry));
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}
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}
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//Add the arguments
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int.setProperty(scope, "args", int.nativeToPseudo(workerScript.args));
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};
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let interpreter: any;
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try {
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interpreter = new Interpreter(codeWithImports, interpreterInitialization, codeLineOffset);
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} catch (e: any) {
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dialogBoxCreate("Syntax ERROR in " + workerScript.name + ":<br>" + e);
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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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}
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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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}
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let more = true;
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let i = 0;
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while (i < 3 && more) {
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more = more && interpreter.step();
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i++;
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}
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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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}
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} catch (e: any) {
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e = e.toString();
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if (!isScriptErrorMessage(e)) {
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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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}
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}
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try {
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runInterpreter();
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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(e);
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} else {
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return reject(workerScript);
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}
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}
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});
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}
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/* Since the JS Interpreter used for Netscript 1.0 only supports ES5, the keyword
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'import' throws an error. However, since we want to support import funtionality
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we'll implement it ourselves by parsing the Nodes in the AST out.
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@param code - The script's code
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@returns {Object} {
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code: Newly-generated code with imported functions
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lineOffset: Net number of lines of code added/removed due to imported functions
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Should typically be positive
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}
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*/
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function processNetscript1Imports(code: string, workerScript: WorkerScript): any {
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//allowReserved prevents 'import' from throwing error in ES5
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const ast: any = parse(code, {
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ecmaVersion: 9,
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allowReserved: true,
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sourceType: "module",
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});
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const server = workerScript.getServer();
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if (server == null) {
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throw new Error("Failed to find underlying Server object for script");
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}
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function getScript(scriptName: string): Script | null {
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for (let i = 0; i < server.scripts.length; ++i) {
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if (server.scripts[i].filename === scriptName) {
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return server.scripts[i];
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}
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}
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return null;
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}
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let generatedCode = ""; // Generated Javascript Code
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let hasImports = false;
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// Walk over the tree and process ImportDeclaration nodes
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walksimple(ast, {
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ImportDeclaration: (node: any) => {
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hasImports = true;
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let scriptName = node.source.value;
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if (scriptName.startsWith("./")) {
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scriptName = scriptName.slice(2);
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}
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const script = getScript(scriptName);
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if (script == null) {
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throw new Error("'Import' failed due to invalid script: " + scriptName);
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}
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const scriptAst = parse(script.code, {
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ecmaVersion: 9,
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allowReserved: true,
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sourceType: "module",
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});
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if (node.specifiers.length === 1 && node.specifiers[0].type === "ImportNamespaceSpecifier") {
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// import * as namespace from script
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const namespace = node.specifiers[0].local.name;
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const fnNames: string[] = []; //Names only
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const fnDeclarations: any[] = []; //FunctionDeclaration Node objects
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walksimple(scriptAst, {
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FunctionDeclaration: (node: any) => {
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fnNames.push(node.id.name);
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fnDeclarations.push(node);
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},
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});
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//Now we have to generate the code that would create the namespace
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generatedCode += "var " + namespace + ";\n" + "(function (namespace) {\n";
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//Add the function declarations
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fnDeclarations.forEach((fn: any) => {
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generatedCode += generate(fn);
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generatedCode += "\n";
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});
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//Add functions to namespace
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fnNames.forEach((fnName) => {
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generatedCode += "namespace." + fnName + " = " + fnName;
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generatedCode += "\n";
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});
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//Finish
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generatedCode += "})(" + namespace + " || " + "(" + namespace + " = {}));\n";
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} else {
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//import {...} from script
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//Get array of all fns to import
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const fnsToImport: string[] = [];
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node.specifiers.forEach((e: any) => {
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fnsToImport.push(e.local.name);
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});
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//Walk through script and get FunctionDeclaration code for all specified fns
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const fnDeclarations: any[] = [];
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walksimple(scriptAst, {
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FunctionDeclaration: (node: any) => {
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if (fnsToImport.includes(node.id.name)) {
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fnDeclarations.push(node);
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}
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},
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});
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//Convert FunctionDeclarations into code
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fnDeclarations.forEach((fn: any) => {
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generatedCode += generate(fn);
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generatedCode += "\n";
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});
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}
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},
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});
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//If there are no imports, just return the original code
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if (!hasImports) {
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return { code: code, lineOffset: 0 };
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}
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//Remove ImportDeclarations from AST. These ImportDeclarations must be in top-level
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let linesRemoved = 0;
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if (ast.type !== "Program" || ast.body == null) {
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throw new Error("Code could not be properly parsed");
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}
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for (let i = ast.body.length - 1; i >= 0; --i) {
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if (ast.body[i].type === "ImportDeclaration") {
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ast.body.splice(i, 1);
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++linesRemoved;
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}
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}
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//Calculated line offset
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const lineOffset = (generatedCode.match(/\n/g) || []).length - linesRemoved;
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//Convert the AST back into code
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code = generate(ast);
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//Add the imported code and re-generate in ES5 (JS Interpreter for NS1 only supports ES5);
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code = generatedCode + code;
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const res = {
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code: code,
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lineOffset: lineOffset,
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};
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return res;
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}
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/**
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* Used to start a RunningScript (by creating and starting its
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* corresponding WorkerScript), and add the RunningScript to the server on which
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* it is active
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* @param {RunningScript} runningScriptObj - Script that's being run
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* @param {Server} server - Server on which the script is to be run
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* @returns {number} pid of started script
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*/
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export function startWorkerScript(
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player: IPlayer,
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runningScript: RunningScript,
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server: BaseServer,
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parent?: WorkerScript,
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): number {
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if (createAndAddWorkerScript(player, runningScript, server, parent)) {
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// Push onto runningScripts.
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// This has to come after createAndAddWorkerScript() because that fn updates RAM usage
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server.runScript(runningScript);
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// Once the WorkerScript is constructed in createAndAddWorkerScript(), the RunningScript
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// object should have a PID assigned to it, so we return that
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return runningScript.pid;
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}
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return 0;
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}
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/**
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* Given a RunningScript object, constructs its corresponding WorkerScript,
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* adds it to the global 'workerScripts' pool, and begins executing it.
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* @param {RunningScript} runningScriptObj - Script that's being run
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* @param {Server} server - Server on which the script is to be run
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* returns {boolean} indicating whether or not the workerScript was successfully added
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*/
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function createAndAddWorkerScript(
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player: IPlayer,
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runningScriptObj: RunningScript,
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server: BaseServer,
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parent?: WorkerScript,
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): boolean {
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// Update server's ram usage
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let threads = 1;
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if (runningScriptObj.threads && !isNaN(runningScriptObj.threads)) {
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threads = runningScriptObj.threads;
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} else {
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runningScriptObj.threads = 1;
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}
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const oneRamUsage = getRamUsageFromRunningScript(runningScriptObj);
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const ramUsage = roundToTwo(oneRamUsage * threads);
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const ramAvailable = server.maxRam - server.ramUsed;
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if (ramUsage > ramAvailable) {
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dialogBoxCreate(
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`Not enough RAM to run script ${runningScriptObj.filename} with args ` +
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`${arrayToString(runningScriptObj.args)}. This likely occurred because you re-loaded ` +
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`the game and the script's RAM usage increased (either because of an update to the game or ` +
|
|
`your changes to the script.)`,
|
|
);
|
|
return false;
|
|
}
|
|
|
|
server.updateRamUsed(roundToTwo(server.ramUsed + ramUsage), Player);
|
|
|
|
// Get the pid
|
|
const pid = generateNextPid();
|
|
if (pid === -1) {
|
|
throw new Error(
|
|
`Failed to start script because could not find available PID. This is most ` +
|
|
`because you have too many scripts running.`,
|
|
);
|
|
}
|
|
|
|
// Create the WorkerScript. NOTE: WorkerScript ctor will set the underlying
|
|
// RunningScript's PID as well
|
|
const s = new WorkerScript(runningScriptObj, pid, NetscriptFunctions);
|
|
s.ramUsage = oneRamUsage;
|
|
|
|
// Add the WorkerScript to the global pool
|
|
workerScripts.set(pid, s);
|
|
WorkerScriptStartStopEventEmitter.emit();
|
|
|
|
// Start the script's execution
|
|
let p: Promise<WorkerScript> | null = null; // Script's resulting promise
|
|
if (s.name.endsWith(".js") || s.name.endsWith(".ns")) {
|
|
p = startNetscript2Script(player, s);
|
|
} else {
|
|
p = startNetscript1Script(s);
|
|
if (!(p instanceof Promise)) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Once the code finishes (either resolved or rejected, doesnt matter), set its
|
|
// running status to false
|
|
p.then(function (w: WorkerScript) {
|
|
w.running = false;
|
|
w.env.stopFlag = true;
|
|
// On natural death, the earnings are transfered to the parent if it still exists.
|
|
if (parent !== undefined) {
|
|
if (parent.running) {
|
|
parent.scriptRef.onlineExpGained += runningScriptObj.onlineExpGained;
|
|
parent.scriptRef.onlineMoneyMade += runningScriptObj.onlineMoneyMade;
|
|
}
|
|
}
|
|
|
|
killWorkerScript(s);
|
|
w.log("", () => "Script finished running");
|
|
}).catch(function (w) {
|
|
if (w instanceof Error) {
|
|
dialogBoxCreate("Script runtime unknown error. This is a bug please contact game developer");
|
|
console.error("Evaluating workerscript returns an Error. THIS SHOULDN'T HAPPEN: " + w.toString());
|
|
return;
|
|
} else if (w instanceof WorkerScript) {
|
|
if (isScriptErrorMessage(w.errorMessage)) {
|
|
const errorTextArray = w.errorMessage.split("|DELIMITER|");
|
|
if (errorTextArray.length != 4) {
|
|
console.error("ERROR: Something wrong with Error text in evaluator...");
|
|
console.error("Error text: " + w.errorMessage);
|
|
return;
|
|
}
|
|
const hostname = errorTextArray[1];
|
|
const scriptName = errorTextArray[2];
|
|
const errorMsg = errorTextArray[3];
|
|
|
|
let msg = `RUNTIME ERROR<br>${scriptName}@${hostname}<br>`;
|
|
if (w.args.length > 0) {
|
|
msg += `Args: ${arrayToString(w.args)}<br>`;
|
|
}
|
|
msg += "<br>";
|
|
msg += errorMsg;
|
|
|
|
dialogBoxCreate(msg);
|
|
w.log("", () => "Script crashed with runtime error");
|
|
} else {
|
|
w.log("", () => "Script killed");
|
|
return; // Already killed, so stop here
|
|
}
|
|
} else if (isScriptErrorMessage(w)) {
|
|
dialogBoxCreate("Script runtime unknown error. This is a bug please contact game developer");
|
|
console.error(
|
|
"ERROR: Evaluating workerscript returns only error message rather than WorkerScript object. THIS SHOULDN'T HAPPEN: " +
|
|
w.toString(),
|
|
);
|
|
return;
|
|
} else {
|
|
dialogBoxCreate("An unknown script died for an unknown reason. This is a bug please contact game dev");
|
|
console.error(w);
|
|
}
|
|
|
|
killWorkerScript(s);
|
|
});
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Updates the online running time stat of all running scripts
|
|
*/
|
|
export function updateOnlineScriptTimes(numCycles = 1): void {
|
|
const time = (numCycles * CONSTANTS._idleSpeed) / 1000; //seconds
|
|
for (const ws of workerScripts.values()) {
|
|
ws.scriptRef.onlineRunningTime += time;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Called when the game is loaded. Loads all running scripts (from all servers)
|
|
* into worker scripts so that they will start running
|
|
*/
|
|
export function loadAllRunningScripts(player: IPlayer): void {
|
|
const skipScriptLoad = window.location.href.toLowerCase().indexOf("?noscripts") !== -1;
|
|
if (skipScriptLoad) {
|
|
Terminal.warn("Skipped loading player scripts during startup");
|
|
console.info("Skipping the load of any scripts during startup");
|
|
}
|
|
for (const server of GetAllServers()) {
|
|
// Reset each server's RAM usage to 0
|
|
server.ramUsed = 0;
|
|
|
|
// Reset modules on all scripts
|
|
for (let i = 0; i < server.scripts.length; ++i) {
|
|
server.scripts[i].markUpdated();
|
|
}
|
|
|
|
if (skipScriptLoad) {
|
|
// Start game with no scripts
|
|
server.runningScripts.length = 0;
|
|
} else {
|
|
for (let j = 0; j < server.runningScripts.length; ++j) {
|
|
const fileName = server.runningScripts[j].filename;
|
|
createAndAddWorkerScript(player, server.runningScripts[j], server);
|
|
|
|
if (!server.runningScripts[j]) {
|
|
// createAndAddWorkerScript can modify the server.runningScripts array if a script is invalid
|
|
console.error(`createAndAddWorkerScript removed ${fileName} from ${server}`);
|
|
continue;
|
|
}
|
|
|
|
// Offline production
|
|
scriptCalculateOfflineProduction(server.runningScripts[j]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Run a script from inside another script (run(), exec(), spawn(), etc.)
|
|
*/
|
|
export function runScriptFromScript(
|
|
player: IPlayer,
|
|
caller: string,
|
|
server: BaseServer,
|
|
scriptname: string,
|
|
args: any[],
|
|
workerScript: WorkerScript,
|
|
threads = 1,
|
|
): number {
|
|
// Sanitize arguments
|
|
if (!(workerScript instanceof WorkerScript)) {
|
|
return 0;
|
|
}
|
|
|
|
if (typeof scriptname !== "string" || !Array.isArray(args)) {
|
|
workerScript.log(caller, () => `Invalid arguments: scriptname='${scriptname} args='${args}'`);
|
|
console.error(`runScriptFromScript() failed due to invalid arguments`);
|
|
return 0;
|
|
}
|
|
|
|
args.forEach((arg, i) => {
|
|
if (typeof arg !== "string" && typeof arg !== "number" && typeof arg !== "boolean")
|
|
throw new Error(
|
|
"Only strings, numbers, and booleans can be passed as arguments to other scripts.\n" +
|
|
`${scriptname} argument index ${i} is of type ${typeof arg} and value ${JSON.stringify(arg)}`,
|
|
);
|
|
});
|
|
|
|
// Check if the script is already running
|
|
const runningScriptObj = server.getRunningScript(scriptname, args);
|
|
if (runningScriptObj != null) {
|
|
workerScript.log(caller, () => `'${scriptname}' is already running on '${server.hostname}'`);
|
|
return 0;
|
|
}
|
|
|
|
// 'null/undefined' arguments are not allowed
|
|
for (let i = 0; i < args.length; ++i) {
|
|
if (args[i] == null) {
|
|
workerScript.log(caller, () => "Cannot execute a script with null/undefined as an argument");
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// Check if the script exists and if it does run it
|
|
for (let i = 0; i < server.scripts.length; ++i) {
|
|
if (!areFilesEqual(server.scripts[i].filename, scriptname)) continue;
|
|
// Check for admin rights and that there is enough RAM availble to run
|
|
const script = server.scripts[i];
|
|
let ramUsage = script.ramUsage;
|
|
threads = Math.floor(Number(threads));
|
|
if (threads === 0) {
|
|
return 0;
|
|
}
|
|
ramUsage = ramUsage * threads;
|
|
const ramAvailable = server.maxRam - server.ramUsed;
|
|
|
|
if (server.hasAdminRights == false) {
|
|
workerScript.log(caller, () => `You do not have root access on '${server.hostname}'`);
|
|
return 0;
|
|
} else if (ramUsage > ramAvailable) {
|
|
workerScript.log(
|
|
caller,
|
|
() =>
|
|
`Cannot run script '${scriptname}' (t=${threads}) on '${server.hostname}' because there is not enough available RAM!`,
|
|
);
|
|
return 0;
|
|
} else {
|
|
// Able to run script
|
|
workerScript.log(
|
|
caller,
|
|
() => `'${scriptname}' on '${server.hostname}' with ${threads} threads and args: ${arrayToString(args)}.`,
|
|
);
|
|
const runningScriptObj = new RunningScript(script, args);
|
|
runningScriptObj.threads = threads;
|
|
runningScriptObj.server = server.hostname;
|
|
|
|
return startWorkerScript(player, runningScriptObj, server, workerScript);
|
|
}
|
|
break;
|
|
}
|
|
|
|
workerScript.log(caller, () => `Could not find script '${scriptname}' on '${server.hostname}'`);
|
|
return 0;
|
|
}
|