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https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-21 08:42:53 +02:00
Started server code refactor
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// Class representing a single generic Server
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import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
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import { CodingContract } from "../CodingContracts";
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import { Message } from "../Message/Message";
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import { RunningScript } from "../Script/RunningScript";
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import { Script } from "../Script/Script";
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import { TextFile } from "../TextFile";
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import { createRandomIp } from "../../utils/IPAddress";
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import { Generic_fromJSON,
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Generic_toJSON,
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Reviver } from "../../utils/JSONReviver";
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interface IConstructorParams {
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adminRights?: boolean;
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hackDifficulty?: number;
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hostname: string;
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ip?: string;
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isConnectedTo?: boolean;
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maxRam?: number;
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moneyAvailable?: number;
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numOpenPortsRequired?: number;
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organizationName?: string;
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purchasedByPlayer?: boolean;
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requiredHackingSkill?: number;
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serverGrowth?: number;
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}
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export class Server {
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// Initial server security level
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// (i.e. security level when the server was created)
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baseDifficulty: number = 1;
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// Coding Contract files on this server
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contracts: CodingContract[] = [];
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// How many CPU cores this server has. Maximum of 8.
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// Currently, this only affects hacking missions
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cpuCores: number = 1;
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// Flag indicating whether the FTP port is open
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ftpPortOpen: boolean = false;
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// Server Security Level
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hackDifficulty: number = 1;
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// Flag indicating whether player has admin/root access to this server
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hasAdminRights: boolean = false;
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// Hostname. Must be unique
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hostname: string = "";
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// Flag indicating whether HTTP Port is open
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httpPortOpen: boolean = false;
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// IP Address. Must be unique
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ip: string = "";
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// Flag indicating whether player is curently connected to this server
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isConnectedTo: boolean = false;
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// Flag indicating whether this server has been manually hacked (ie.
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// hacked through Terminal) by the player
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manuallyHacked: boolean = false;
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// RAM (GB) available on this server
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maxRam: number = 0;
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// Message files AND Literature files on this Server
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// For Literature files, this array contains only the filename (string)
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// For Messages, it contains the actual Message object
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// TODO Separate literature files into its own property
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messages: (Message | string)[] = [];
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// Minimum server security level that this server can be weakened to
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minDifficulty: number = 1;
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// How much money currently resides on the server and can be hacked
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moneyAvailable: number = 0;
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// Maximum amount of money that this server can hold
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moneyMax: number = 0;
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// Number of open ports required in order to gain admin/root access
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numOpenPortsRequired: number = 5;
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// How many ports are currently opened on the server
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openPortCount: number = 0;
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// Name of company/faction/etc. that this server belongs to.
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// Optional, not applicable to all Servers
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organizationName: string = "";
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// Programs on this servers. Contains only the names of the programs
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programs: string[] = [];
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// Flag indicating wehther this is a purchased server
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purchasedByPlayer: boolean = false;
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// RAM (GB) used. i.e. unavailable RAM
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ramUsed: number = 0;
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// Hacking level required to hack this server
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requiredHackingSkill: number = 1;
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// RunningScript files on this server
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runningScripts: RunningScript[] = [];
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// Script files on this Server
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scripts: Script[] = [];
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// Parameter that affects how effectively this server's money can
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// be increased using the grow() Netscript function
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serverGrowth: number = 1;
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// Contains the IP Addresses of all servers that are immediately
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// reachable from this one
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serversOnNetwork: string[] = [];
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// Flag indicating whether SMTP Port is open
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smtpPortOpen: boolean = false;
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// Flag indicating whether SQL Port is open
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sqlPortOpen: boolean = false;
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// Flag indicating whether the SSH Port is open
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sshPortOpen: boolean = false;
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// Text files on this server
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textFiles: TextFile[] = [];
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constructor(params: IConstructorParams={hostname: "", ip: createRandomIp() }) {
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/* Properties */
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//Connection information
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this.ip = params.ip ? params.ip : createRandomIp();
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var hostname = params.hostname;
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var i = 0;
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var suffix = "";
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while (GetServerByHostname(hostname+suffix) != null) {
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//Server already exists
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suffix = "-" + i;
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++i;
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}
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this.hostname = hostname + suffix;
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this.organizationName = params.organizationName != null ? params.organizationName : "";
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this.isConnectedTo = params.isConnectedTo != null ? params.isConnectedTo : false;
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//Access information
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this.hasAdminRights = params.adminRights != null ? params.adminRights : false;
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this.purchasedByPlayer = params.purchasedByPlayer != null ? params.purchasedByPlayer : false;
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//RAM, CPU speed and Scripts
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this.maxRam = params.maxRam != null ? params.maxRam : 0; //GB
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/* Hacking information (only valid for "foreign" aka non-purchased servers) */
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this.requiredHackingSkill = params.requiredHackingSkill != null ? params.requiredHackingSkill : 1;
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this.moneyAvailable = params.moneyAvailable != null ? params.moneyAvailable * BitNodeMultipliers.ServerStartingMoney : 0;
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this.moneyMax = 25 * this.moneyAvailable * BitNodeMultipliers.ServerMaxMoney;
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//Hack Difficulty is synonymous with server security. Base Difficulty = Starting difficulty
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this.hackDifficulty = params.hackDifficulty != null ? params.hackDifficulty * BitNodeMultipliers.ServerStartingSecurity : 1;
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this.baseDifficulty = this.hackDifficulty;
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this.minDifficulty = Math.max(1, Math.round(this.hackDifficulty / 3));
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this.serverGrowth = params.serverGrowth != null ? params.serverGrowth : 1; //Integer from 0 to 100. Affects money increase from grow()
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//Port information, required for porthacking servers to get admin rights
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this.numOpenPortsRequired = params.numOpenPortsRequired != null ? params.numOpenPortsRequired : 5;
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};
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setMaxRam(ram: number): void {
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this.maxRam = ram;
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}
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//The serverOnNetwork array holds the IP of all the servers. This function
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//returns the actual Server objects
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Server.prototype.getServerOnNetwork = function(i) {
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if (i > this.serversOnNetwork.length) {
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console.log("Tried to get server on network that was out of range");
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return;
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}
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return AllServers[this.serversOnNetwork[i]];
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}
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//Given the name of the script, returns the corresponding
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//script object on the server (if it exists)
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Server.prototype.getScript = function(scriptName) {
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for (var i = 0; i < this.scripts.length; i++) {
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if (this.scripts[i].filename == scriptName) {
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return this.scripts[i];
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}
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}
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return null;
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}
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Server.prototype.capDifficulty = function() {
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if (this.hackDifficulty < this.minDifficulty) {this.hackDifficulty = this.minDifficulty;}
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if (this.hackDifficulty < 1) {this.hackDifficulty = 1;}
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//Place some arbitrarily limit that realistically should never happen unless someone is
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//screwing around with the game
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if (this.hackDifficulty > 1000000) {this.hackDifficulty = 1000000;}
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}
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//Strengthens a server's security level (difficulty) by the specified amount
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Server.prototype.fortify = function(amt) {
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this.hackDifficulty += amt;
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this.capDifficulty();
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}
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Server.prototype.weaken = function(amt) {
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this.hackDifficulty -= (amt * BitNodeMultipliers.ServerWeakenRate);
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this.capDifficulty();
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}
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// Write to a script file
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// Overwrites existing files. Creates new files if the script does not eixst
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Server.prototype.writeToScriptFile = function(fn, code) {
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var ret = {success: false, overwritten: false};
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if (!isScriptFilename(fn)) { return ret; }
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//Check if the script already exists, and overwrite it if it does
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for (let i = 0; i < this.scripts.length; ++i) {
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if (fn === this.scripts[i].filename) {
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let script = this.scripts[i];
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script.code = code;
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script.updateRamUsage();
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script.module = "";
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ret.overwritten = true;
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ret.success = true;
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return ret;
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}
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}
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//Otherwise, create a new script
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var newScript = new Script();
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newScript.filename = fn;
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newScript.code = code;
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newScript.updateRamUsage();
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newScript.server = this.ip;
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this.scripts.push(newScript);
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ret.success = true;
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return ret;
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}
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// Write to a text file
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// Overwrites existing files. Creates new files if the text file does not exist
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Server.prototype.writeToTextFile = function(fn, txt) {
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var ret = {success: false, overwritten: false};
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if (!fn.endsWith("txt")) { return ret; }
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//Check if the text file already exists, and overwrite if it does
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for (let i = 0; i < this.textFiles.length; ++i) {
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if (this.textFiles[i].fn === fn) {
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ret.overwritten = true;
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this.textFiles[i].text = txt;
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ret.success = true;
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return ret;
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}
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}
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//Otherwise create a new text file
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var newFile = new TextFile(fn, txt);
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this.textFiles.push(newFile);
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ret.success = true;
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return ret;
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}
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Server.prototype.addContract = function(contract) {
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this.contracts.push(contract);
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}
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Server.prototype.removeContract = function(contract) {
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if (contract instanceof CodingContract) {
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this.contracts = this.contracts.filter((c) => {
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return c.fn !== contract.fn;
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});
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} else {
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this.contracts = this.contracts.filter((c) => {
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return c.fn !== contract;
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});
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}
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}
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Server.prototype.getContract = function(contractName) {
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for (const contract of this.contracts) {
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if (contract.fn === contractName) {
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return contract;
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}
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}
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return null;
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}
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}
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//Functions for loading and saving a Server
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Server.prototype.toJSON = function() {
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return Generic_toJSON("Server", this);
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}
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Server.fromJSON = function(value) {
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return Generic_fromJSON(Server, value.data);
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}
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Reviver.constructors.Server = Server;
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