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235 lines
7.5 KiB
ReStructuredText
235 lines
7.5 KiB
ReStructuredText
.. _netscript_misc:
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Netscript Miscellaneous
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=======================
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.. _netscript_ports:
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Netscript Ports
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---------------
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Netscript Ports are endpoints that can be used to communicate between scripts.
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A port is implemented as a sort of serialized queue, where you can only write
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and read one element at a time from the port. When you read data from a port,
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the element that is read is removed from the port.
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The :js:func:`read`, :js:func:`write`, :js:func:`tryWrite`, :js:func:`clear`, and :js:func:`peek`
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Netscript functions can be used to interact with ports.
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Right now, there are only 20 ports for Netscript, denoted by the number 1
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through 20. When using the functions above, the ports are specified
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by passing the number as the first argument.
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IMPORTANT: The data inside ports are not saved! This means if you close and
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re-open the game, or reload the page then you will lose all of the data in
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the ports!
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**Example Usage**
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Here's a brief example of how ports work. For the sake of simplicity we'll only deal with port 1.
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Let's assume Port 1 starts out empty (no data inside). We'll represent the port as such::
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[]
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Now assume we ran the following simple script::
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for (i = 0; i < 10; ++i) {
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write(1, i); //Writes the value of i to port 1
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}
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After this script executes, our script will contain every number from 0 through 9, as so::
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[0, 1, 2, 3, 4, 5, 6, 7 , 8, 9]
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Then, assume we run the following script::
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for (i = 0; i < 3; ++i) {
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print(read(1)); //Reads a value from port 1 and then prints it
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}
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This script above will read the first three values from port 1 and then print them to the script's log. The log will end up looking like::
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0
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1
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2
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And the data in port 1 will look like::
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[3, 4, 5, 6, 7, 8, 9]
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**Port Handles**
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WARNING: Port Handles only work in :ref:`netscriptjs`. They do not work in :ref:`netscript1`
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The :js:func:`getPortHandle` Netscript function can be used to get a handle to a Netscript Port.
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This handle allows you to access several new port-related functions and the
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port's underlying data structure, which is just a JavaScript array. The functions are:
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.. js:method:: NetscriptPort.write(data)
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:param data: Data to write to the port
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:returns: If the port is full, the item that is removed from the port is returned.
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Otherwise, null is returned.
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Writes `data` to the port. Works the same as the Netscript function `write`.
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.. js:method:: NetscriptPort.tryWrite(data)
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:param data: Data to try to write to the port
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:returns: True if the data is successfully written to the port, and false otherwise.
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Attempts to write `data` to the Netscript port. If the port is full, the data will
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not be written. Otherwise, the data will be written normally.
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.. js::method:: NetscriptPort.read()
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:returns: The data read from the port. If the port is empty, "NULL PORT DATA" is returned
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Removes and returns the first element from the port.
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Works the same as the Netscript function `read`
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.. js::method:: NetscriptPort.peek()
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:returns: The first element in the port, or "NULL PORT DATA" if the port is empty.
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Returns the first element in the port, but does not remove it.
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Works the same as the Netscript function `peek`
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.. js:method:: NetscriptPort.full()
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:returns: True if the Netscript Port is full, and false otherwise
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.. js:method:: NetscriptPort.empty()
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:returns: True if the Netscript Port is empty, and false otherwise
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.. js:method:: NetscriptPort.clear()
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Clears all data from the port. Works the same as the Netscript function `clear`
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.. js:attribute:: NetscriptPort.data
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The Netscript port underlying data structure, which is just a Javascript array. All
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valid Javascript Array methods can be called on this.
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Port Handle Example::
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port = getPortHandle(5);
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back = port.data.pop(); //Get and remove last element in port
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//Remove an element from the port
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i = port.data.findIndex("foo");
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if (i != -1) {
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port.data.slice(i, 1);
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}
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//Wait for port data before reading
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while(port.empty()) {
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sleep(10000);
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}
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res = port.read();
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//Wait for there to be room in a port before writing
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while (!port.tryWrite(5)) {
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sleep(5000);
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}
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//Successfully wrote to port!
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Comments
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--------
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Netscript supports comments using the same syntax as `Javascript comments <https://www.w3schools.com/js/js_comments.asp>`_.
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Comments are not evaluated as code, and can be used to document and/or explain code::
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//This is a comment and will not get executed even though its in the code
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/* Multi
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* line
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* comment */
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print("This code will actually get executed");
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.. _netscriptimporting:
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Importing Functions
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-------------------
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In Netscript you can import functions that are declared in other scripts.
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The script will incur the RAM usage of all imported functions.
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There are two ways of doing this::
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import * as namespace from "script filename"; //Import all functions from script
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import {fn1, fn2, ...} from "script filename"; //Import specific functions from script
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Suppose you have a library script called *testlibrary.script*::
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function foo1(args) {
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//function definition...
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}
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function foo2(args) {
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//function definition...
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}
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function foo3(args) {
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//function definition...
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}
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function foo4(args) {
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//function definition...
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}
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Then, if you wanted to use these functions in another script, you can import them like so::
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import * as testlib from "testlibrary.script";
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values = [1,2,3];
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//The imported functions must be specified using the namespace
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someVal1 = testlib.foo3(values);
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someVal2 = testlib.foo1(values);
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if (someVal1 > someVal2) {
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//...
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} else {
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//...
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}
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If you only wanted to import certain functions, you can do so without needing
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to specify a namespace for the import::
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import {foo1, foo3} from "testlibrary.script"; //Saves RAM since not all functions are imported!
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values = [1,2,3];
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//No namespace needed
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someVal1 = foo3(values);
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someVal2 = foo1(values);
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if (someVal1 > someVal2) {
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//...
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} else {
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//...
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}
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.. warning:: For those who are experienced with JavaScript, note that the `export`
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keyword should **NOT** be used in :ref:`netscript1`, as this will break the script.
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It can, however, be used in :ref:`netscriptjs` (but it's not required).
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Importing in NetscriptJS
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^^^^^^^^^^^^^^^^^^^^^^^^
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There is a minor annoyance when using the `import` feature in :ref:`netscriptjs`.
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If you make a change in a NetscriptJS script, then you have to manually "refresh" all other
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scripts that import from that script.
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The easiest way to do this is to simply save and then refresh the game. Alternatively,
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you can open up all the scripts that need to be "refreshed" in the script editor
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and then simply re-save them.
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Standard, Built-In JavaScript Objects
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-------------------------------------
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Standard built-in JavaScript objects such as
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`Math <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math>`_,
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`Date <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Date>`_,
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`Number <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number>`_,
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and others are supported as expected based on which version
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of Netscript you use (i.e. :ref:`netscript1` will support built-in objects that are
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defined in ES5, and :ref:`netscriptjs` will support whatever your browser supports).
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