mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-20 16:22:56 +02:00
Finished refactoring Active Scripts UI into React/TypeScript. Currently untested
This commit is contained in:
+80
-90
@@ -2,14 +2,10 @@
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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 {
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addActiveScriptsItem,
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deleteActiveScriptsItem,
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updateActiveScriptsItems
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} from "./ActiveScriptsUI";
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import { CONSTANTS } from "./Constants";
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import { Engine } from "./engine";
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import { Interpreter } from "./JSInterpreter";
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@@ -54,10 +50,9 @@ export const WorkerScriptEventEmitter = new EventEmitter();
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export 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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// TODO Signal event emitter
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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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@@ -415,106 +410,101 @@ function processNetscript1Imports(code, workerScript) {
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return res;
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}
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// Loop through workerScripts and run every script that is not currently running
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export function runScriptsLoop() {
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// Run any scripts that haven't been started
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for (let 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 = startNetscript2Script(workerScripts[i]);
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} else {
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p = startNetscript1Script(workerScripts[i]);
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if (!(p instanceof Promise)) { continue; }
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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.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:" + arrayToString(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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setTimeoutRef(runScriptsLoop, 3e3);
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}
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/**
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* Given a RunningScript object, queues that script to be run
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* Start a script
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*
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* Given a RunningScript object, constructs a 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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*/
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export function addWorkerScript(runningScriptObj, server) {
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var filename = runningScriptObj.filename;
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const filename = runningScriptObj.filename;
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//Update server's ram usage
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var threads = 1;
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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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var ramUsage = roundToTwo(getRamUsageFromRunningScript(runningScriptObj) * threads);
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var ramAvailable = server.maxRam - server.ramUsed;
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const ramUsage = roundToTwo(getRamUsageFromRunningScript(runningScriptObj) * threads);
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const 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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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 " +
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"your changes to the script.)");
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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 ` +
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`your changes to the script.)`
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);
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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, NetscriptFunctions);
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// Create the WorkerScript
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const s = new WorkerScript(runningScriptObj, NetscriptFunctions);
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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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// Start the script's execution
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let p = null; // Script's resulting promise
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if (s.name.endsWith(".js") || s.name.endsWith(".ns")) {
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p = startNetscript2Script(workerScripts[i]);
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} else {
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p = startNetscript1Script(workerScripts[i]);
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if (!(p instanceof Promise)) { return; }
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}
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//Add the WorkerScript
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workerScripts.push(s);
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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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killWorkerScript(s);
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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.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:" + arrayToString(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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killWorkerScript(s);
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});
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// Add the WorkerScript to the global pool
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workerScripts.push(s);
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return;
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}
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