mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-22 23:53:48 +01:00
228 lines
9.1 KiB
JavaScript
228 lines
9.1 KiB
JavaScript
import {addActiveScriptsItem,
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deleteActiveScriptsItem,
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updateActiveScriptsItems} from "./ActiveScriptsUI.js";
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import {CONSTANTS} from "./Constants.js";
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import {Engine} from "./engine.js";
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import {Environment} from "./NetscriptEnvironment.js";
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import {evaluate, isScriptErrorMessage,
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killNetscriptDelay} from "./NetscriptEvaluator.js";
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import {AllServers} from "./Server.js";
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import {Settings} from "./Settings.js";
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import {parse} from "../utils/acorn.js";
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import {dialogBoxCreate} from "../utils/DialogBox.js";
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import {compareArrays, printArray} from "../utils/HelperFunctions.js";
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function WorkerScript(runningScriptObj) {
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this.name = runningScriptObj.filename;
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this.running = false;
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this.serverIp = null;
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this.code = runningScriptObj.scriptRef.code;
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this.env = new Environment(this);
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this.env.set("args", runningScriptObj.args);
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this.output = "";
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this.ramUsage = 0;
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this.scriptRef = runningScriptObj;
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this.errorMessage = "";
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this.args = runningScriptObj.args;
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//this.killTrigger = function() {}; //CB func used to clear any delays (netscriptDelay())
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this.delay = null;
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this.fnWorker = null; //Workerscript for a function call
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}
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//Returns the server on which the workerScript is running
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WorkerScript.prototype.getServer = function() {
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return AllServers[this.serverIp];
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}
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//Array containing all scripts that are running across all servers, to easily run them all
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let workerScripts = [];
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let NetscriptPorts = {
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Port1: [],
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Port2: [],
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Port3: [],
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Port4: [],
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Port5: [],
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Port6: [],
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Port7: [],
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Port8: [],
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Port9: [],
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Port10: [],
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}
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function prestigeWorkerScripts() {
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for (var i = 0; i < workerScripts.length; ++i) {
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deleteActiveScriptsItem(workerScripts[i]);
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workerScripts[i].env.stopFlag = true;
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}
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workerScripts.length = 0;
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}
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//Loop through workerScripts and run every script that is not currently running
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function runScriptsLoop() {
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//Delete any scripts that finished or have been killed. Loop backwards bc removing
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//items fucks up the indexing
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for (var i = workerScripts.length - 1; i >= 0; i--) {
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if (workerScripts[i].running == false && workerScripts[i].env.stopFlag == true) {
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console.log("Deleting script: " + workerScripts[i].name);
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//Delete script from the runningScripts array on its host serverIp
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var ip = workerScripts[i].serverIp;
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var name = workerScripts[i].name;
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for (var j = 0; j < AllServers[ip].runningScripts.length; j++) {
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if (AllServers[ip].runningScripts[j].filename == name &&
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compareArrays(AllServers[ip].runningScripts[j].args, workerScripts[i].args)) {
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AllServers[ip].runningScripts.splice(j, 1);
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break;
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}
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}
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//Free RAM
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AllServers[ip].ramUsed -= workerScripts[i].ramUsage;
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//Delete script from Active Scripts
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deleteActiveScriptsItem(workerScripts[i]);
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//Delete script from workerScripts
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workerScripts.splice(i, 1);
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}
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}
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//Run any scripts that haven't been started
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for (var i = 0; i < workerScripts.length; i++) {
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//If it isn't running, start the script
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if (workerScripts[i].running == false && workerScripts[i].env.stopFlag == false) {
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try {
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var ast = parse(workerScripts[i].code);
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//console.log(ast);
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} catch (e) {
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console.log("Error parsing script: " + workerScripts[i].name);
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dialogBoxCreate("Syntax ERROR in " + workerScripts[i].name + ":<br>" + e);
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workerScripts[i].env.stopFlag = true;
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continue;
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}
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workerScripts[i].running = true;
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var p = evaluate(ast, workerScripts[i]);
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//Once the code finishes (either resolved or rejected, doesnt matter), set its
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//running status to false
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p.then(function(w) {
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console.log("Stopping script " + w.name + " because it finished running naturally");
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w.running = false;
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w.env.stopFlag = true;
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w.scriptRef.log("Script finished running");
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}).catch(function(w) {
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console.log(w);
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if (w instanceof Error) {
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dialogBoxCreate("Script runtime unknown error. This is a bug please contact game developer");
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console.log("ERROR: Evaluating workerscript returns an Error. THIS SHOULDN'T HAPPEN: " + w.toString());
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return;
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} else if (w.constructor === Array && w.length === 2 && w[0] === "RETURNSTATEMENT") {
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//Script ends with a return statement
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console.log("Script returning with value: " + w[1]);
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//TODO maybe do something with this in the future
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return;
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} else if (w instanceof WorkerScript) {
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if (isScriptErrorMessage(w.errorMessage)) {
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var errorTextArray = w.errorMessage.split("|");
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if (errorTextArray.length != 4) {
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console.log("ERROR: Something wrong with Error text in evaluator...");
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console.log("Error text: " + errorText);
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return;
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}
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var serverIp = errorTextArray[1];
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var scriptName = errorTextArray[2];
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var errorMsg = errorTextArray[3];
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dialogBoxCreate("Script runtime error: <br>Server Ip: " + serverIp +
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"<br>Script name: " + scriptName +
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"<br>Args:" + printArray(w.args) + "<br>" + errorMsg);
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w.scriptRef.log("Script crashed with runtime error");
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} else {
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w.scriptRef.log("Script killed");
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}
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w.running = false;
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w.env.stopFlag = true;
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} else if (isScriptErrorMessage(w)) {
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dialogBoxCreate("Script runtime unknown error. This is a bug please contact game developer");
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console.log("ERROR: Evaluating workerscript returns only error message rather than WorkerScript object. THIS SHOULDN'T HAPPEN: " + w.toString());
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return;
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} else {
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dialogBoxCreate("An unknown script died for an unknown reason. This is a bug please contact game dev");
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}
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});
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}
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}
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setTimeout(runScriptsLoop, 6000);
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}
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//Queues a script to be killed by settings its stop flag to true. Then, the code will reject
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//all of its promises recursively, and when it does so it will no longer be running.
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//The runScriptsLoop() will then delete the script from worker scripts
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function killWorkerScript(runningScriptObj, serverIp) {
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for (var i = 0; i < workerScripts.length; i++) {
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if (workerScripts[i].name == runningScriptObj.filename && workerScripts[i].serverIp == serverIp &&
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compareArrays(workerScripts[i].args, runningScriptObj.args)) {
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workerScripts[i].env.stopFlag = true;
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killNetscriptDelay(workerScripts[i]);
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if (workerScripts[i].fnWorker) {
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workerScripts[i].fnWorker.env.stopFlag = true;
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killNetscriptDelay(workerScripts[i].fnWorker);
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}
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return true;
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}
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}
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return false;
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}
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//Queues a script to be run
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function addWorkerScript(runningScriptObj, server) {
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var filename = runningScriptObj.filename;
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//Update server's ram usage
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var 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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var ramUsage = runningScriptObj.scriptRef.ramUsage * threads
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* Math.pow(CONSTANTS.MultithreadingRAMCost, threads-1);
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var ramAvailable = server.maxRam - server.ramUsed;
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if (ramUsage > ramAvailable) {
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dialogBoxCreate("Not enough RAM to run script " + runningScriptObj.filename + " with args " +
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printArray(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 " +
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"your changes to the script.)");
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return;
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}
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server.ramUsed += ramUsage;
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//Create the WorkerScript
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var s = new WorkerScript(runningScriptObj);
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s.serverIp = server.ip;
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s.ramUsage = ramUsage;
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//Add the WorkerScript to the Active Scripts list
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addActiveScriptsItem(s);
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//Add the WorkerScript
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workerScripts.push(s);
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return;
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}
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//Updates the online running time stat of all running scripts
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function updateOnlineScriptTimes(numCycles = 1) {
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var time = (numCycles * Engine._idleSpeed) / 1000; //seconds
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for (var i = 0; i < workerScripts.length; ++i) {
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workerScripts[i].scriptRef.onlineRunningTime += time;
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}
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}
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export {WorkerScript, workerScripts, NetscriptPorts, runScriptsLoop,
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killWorkerScript, addWorkerScript, updateOnlineScriptTimes,
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prestigeWorkerScripts};
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