mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-11 10:13:52 +01:00
331 lines
14 KiB
JavaScript
331 lines
14 KiB
JavaScript
import {addActiveScriptsItem,
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deleteActiveScriptsItem,
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updateActiveScriptsItems} from "./ActiveScriptsUI";
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import {CONSTANTS} from "./Constants";
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import {Engine} from "./engine";
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import {Environment} from "./NetscriptEnvironment";
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import {evaluate, isScriptErrorMessage,
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makeRuntimeRejectMsg,
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killNetscriptDelay} from "./NetscriptEvaluator";
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import {executeJSScript} from "./NetscriptJSEvaluator";
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import {NetscriptPort} from "./NetscriptPort";
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import {AllServers} from "./Server";
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import {Settings} from "./Settings";
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import {parse} from "../utils/acorn";
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import {dialogBoxCreate} from "../utils/DialogBox";
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import {compareArrays, printArray,
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roundToTwo} from "../utils/HelperFunctions";
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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.slice());
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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.slice();
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this.delay = null;
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this.fnWorker = null; //Workerscript for a function call
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this.checkingRam = false;
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this.loadedFns = {}; //Stores names of fns that are "loaded" by this script, thus using RAM. Used for static RAM evaluation
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this.disableLogs = {}; //Stores names of fns that should have logs disabled
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//Properties used for dynamic RAM evaluation
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this.dynamicRamUsage = 1.4;
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this.dynamicLoadedFns = {};
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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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//Returns the Script object for the underlying script
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WorkerScript.prototype.getScript = function() {
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let server = this.getServer();
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for (var i = 0; i < server.scripts.length; ++i) {
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if (server.scripts[i].filename === this.name) {
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return server.scripts[i];
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}
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}
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console.log("ERROR: Failed to find underlying Script object in WorkerScript.getScript(). This probably means somethings wrong");
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return null;
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}
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WorkerScript.prototype.shouldLog = function(fn) {
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return (this.disableLogs.ALL == null && this.disableLogs[fn] == null);
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}
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WorkerScript.prototype.log = function(txt) {
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this.scriptRef.log(txt);
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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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var NetscriptPorts = [];
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for (var i = 0; i < CONSTANTS.NumNetscriptPorts; ++i) {
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NetscriptPorts.push(new NetscriptPort());
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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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updateActiveScriptsItems(5000); //Force UI to update
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workerScripts.length = 0;
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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 startJsScript(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 = 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, f) {
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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) {
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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) {throw workerScript;}
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if (propName === "sleep") return f(...args); // OK for multiple simultaneous calls to sleep.
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const msg = "Concurrent calls to Netscript functions 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), null)
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throw workerScript;
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}
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runningFn = propName;
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let result = f(...args);
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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 (let 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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// 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 executeJSScript(workerScript.getServer().scripts,
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workerScript).then(function (mainReturnValue) {
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if (mainReturnValue === undefined) return workerScript;
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return [mainReturnValue, workerScript];
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}).catch(e => {
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if (e instanceof Error) {
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workerScript.errorMessage = makeRuntimeRejectMsg(
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workerScript, e.message + (e.stack && ("\nstack:\n" + e.stack.toString()) || ""));
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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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}
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throw e; // Don't know what to do with it, let's rethrow.
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});
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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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var scriptDeleted = false;
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//Delete any scripts that finished or have been killed. Loop backwards bc removing items screws up 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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scriptDeleted = true;
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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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//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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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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//Delete script from workerScripts
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workerScripts.splice(i, 1);
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}
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}
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if (scriptDeleted) {updateActiveScriptsItems();} //Force Update
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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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let p = null; // p is the script's result promise.
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if (workerScripts[i].name.endsWith(".js") || workerScripts[i].name.endsWith(".ns")) {
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p = startJsScript(workerScripts[i]);
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} else {
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try {
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var ast = parse(workerScripts[i].code, {sourceType:"module"});
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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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p = evaluate(ast, workerScripts[i]);
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}
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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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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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console.log(w);
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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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//Recursively kill all functions
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var curr = workerScripts[i];
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while (curr.fnWorker) {
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curr.fnWorker.env.stopFlag = true;
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killNetscriptDelay(curr.fnWorker);
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curr = curr.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 = roundToTwo(runningScriptObj.scriptRef.ramUsage * threads);
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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 = roundToTwo(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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