* UI: Add disambiguation to the confusing "1s / ls" tutorial step, and a general "did you mean" to the terminal
* UI: Add disambiguation to the confusing "1s / ls" tutorial step, and a general "did you mean" to the terminal
* Prevent duplicate suggestions
* Update src/Terminal/Terminal.ts
Co-authored-by: David Walker <d0sboots@gmail.com>
* Prevent duplicate suggestions
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Co-authored-by: David Walker <d0sboots@gmail.com>
* added utility info
* moved info to running script
* fix for RAM cost
* description changes
Co-authored-by: David Walker <d0sboots@gmail.com>
* fixed wrong formatting
* Added parent to ignored fields
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Co-authored-by: David Walker <d0sboots@gmail.com>
Commit d82247a4 was a lazy update, this finishes putting all the entries
in the changelog. The "last updated" date is not changed, since it is
only including changes up to the old date.
Reverts the html-ification introduced in the last changelog update.
findRunningScriptByPid needlessly took a "server" argument. This caused
there to be a "getRunningScriptByPid" version that did *not*, and it was
looping through all servers in order to function, which is needlessly
inefficient.
By removing the parameter and the needless inefficient helper method,
the following changes:
- Many Netscript functions such as isRunning() and getScript() become faster.
- The terminal "tail" command now works by pid regardless of the current
server. Note that "kill" already worked this way.
I also improved the docs around "tail", since the pid argument wasn't
in the help.
There are a bunch of React components that update at the same rate
that the game engine processes cycles. Rather than have each place
that does so start its own timer to update that often, add a new
react hook that triggers an update shortly after the engine completes
a cycle.
*All* RAM calculations must take place in units of hundredths-of-a-GB in
order for there not to be issues.
Also adds slightly more verbose logging when the dynamic RAM check
fails.