mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-26 11:10:58 +02:00
Added ability to pass arguments into scripts
This commit is contained in:
+31
-67
@@ -3,16 +3,17 @@
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//TODO Tested For and while and generic call statements. Have not tested if statements
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/* Actual Worker Code */
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function WorkerScript(script) {
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this.name = "";
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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 = "";
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this.code = runningScriptObj.scriptRef.code;
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this.env = new Environment();
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this.output = "";
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this.ramUsage = 0;
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this.scriptRef = script;
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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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}
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//Returns the server on which the workerScript is running
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@@ -31,7 +32,7 @@ function runScriptsLoop() {
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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 = Parser(Tokenizer(InputStream(workerScripts[i].code)));
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console.log(ast);
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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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@@ -47,33 +48,12 @@ function runScriptsLoop() {
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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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}, function(w) {
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if (w instanceof Error) {
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//Error text format: |serverip|scriptname|error message
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var errorText = w.toString();
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if (Engine.Debug) {
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console.log("Error in script: " + errorText);
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}
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var errorTextArray = errorText.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 + "<br>Script name: " + scriptName + "<br>" + errorMsg);
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//Find the corresponding workerscript and set its flags to kill it
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for (var i = 0; i < workerScripts.length; ++i) {
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if (workerScripts[i].serverIp == serverIp && workerScripts[i].name == scriptName) {
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workerScripts[i].running = false;
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workerScripts[i].env.stopFlag = true;
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return;
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}
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}
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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");
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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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@@ -86,31 +66,20 @@ function runScriptsLoop() {
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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 + "<br>Script name: " + scriptName + "<br>" + errorMsg);
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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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var errorTextArray = errorText.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 + "<br>Script name: " + scriptName + "<br>" + errorMsg);
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//Find the corresponding workerscript and set its flags to kill it
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for (var i = 0; i < workerScripts.length; ++i) {
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if (workerScripts[i].serverIp == serverIp && workerScripts[i].name == scriptName) {
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workerScripts[i].running = false;
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workerScripts[i].env.stopFlag = true;
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return;
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}
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}
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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");
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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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@@ -127,16 +96,12 @@ function runScriptsLoop() {
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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] == name) {
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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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//Reset the correspondings script's maps to save space
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workerScripts[i].scriptRef.moneyStolenMap = {};
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workerScripts[i].scriptRef.numTimesHackMap = {};
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workerScripts[i].scriptRef.numTimesGrowMap = {};
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workerScripts[i].scriptRef.numTimesWeakenMap = {};
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//Free RAM
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AllServers[ip].ramUsed -= workerScripts[i].ramUsage;
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@@ -155,9 +120,10 @@ function runScriptsLoop() {
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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(scriptName, serverIp) {
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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 == scriptName && workerScripts[i].serverIp == serverIp) {
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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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return true;
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}
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@@ -166,23 +132,21 @@ function killWorkerScript(scriptName, serverIp) {
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}
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//Queues a script to be run
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function addWorkerScript(script, server) {
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var filename = script.filename;
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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 (script.threads && !isNaN(script.threads)) {
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threads = script.threads;
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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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script.threads = 1;
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}
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var ramUsage = script.ramUsage * threads * Math.pow(1.02, threads-1);
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var ramUsage = runningScriptObj.scriptRef.ramUsage * threads * Math.pow(1.02, threads-1);
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server.ramUsed += ramUsage;
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//Create the WorkerScript
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var s = new WorkerScript(script);
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s.name = filename;
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s.code = script.code;
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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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