Skip to content

Latest commit

 

History

History
94 lines (56 loc) · 3.55 KB

CHANGELOG.md

File metadata and controls

94 lines (56 loc) · 3.55 KB

#2022-1-29

##Fixed

  • XP Script ram requirement has been halved by removing unused import. The number of thread should be the right one now.

##Changed

  • Moved around some requirement to ensure that scripts are not using too much ram.

##Added

  • Made a prototype share system, it is on by default, it can be turned off. Unused thread can now be used to share.

Note: This should be the last update for a while. Feel free to do pull request if you wish.

#2022-01-22

##Fixed

  • Modified the way large amount of threads are freeds, it should not lock up anymore.
  • There should be less message collision (see changed)
  • HackManager and TargetManager should not get stuck anymore (see changed)

##Changed

  • Completely reworked the way message work. They now use random channels so large amount of scripts finishing at the same time should not clog up a channel anymore.
  • Conductors can now timeout if they do not receive a response in the expected time + some leeway. This should stop script from getting stucks.
    • Note: the timeout parameter also apply to general message

##Added

  • The XP Conductor should be usable. You can use "console switchHackMode" to switch between hacking mode.
  • Started to work on a SingularityManager for when you have access to Singularity functions. It is not ready.

#2021-01-17

##Fixed

  • Freeing threads should work correctly again, I really need to remember that findIndex return -1 and not undefined when index is not found

##Changed

  • Moved around the file in the repo a bit, they are now classed by application

##Added

  • Added more fine-tuning regarding the location of each script, this is specially useful for new game. ThreadManager can be run on n00dles while the other run on foodnstuff with home acting as a hack originator. Sigma-cosmetics is needed though to really start the scripts.

#2022-01-16

##Fixed

  • Private server are now properly registering on boot
  • Class should now start even if the amount of available threads is very low

##Changed

  • Reworked the algorithm, the relative value is calculated based on the expected/mesured value obtained by a thread over time weighted with the success rate
  • Server Manager now tag server for update instead of requesting a full pause

##Added

  • The XP hack mode is ready, this mode will repeatedly weaken the most optimal server to give XP
  • The following console command were added:
    • threadUse: Show the current status of each server in the Thread Manager
    • printHacks: Print the current hack calculation result
    • printRunningHacks: Print the current running hacks
    • switchHackMode: Switch between the money hack mode and the xp hack mode

#2022-01-15

##Fixed

  • Thread manager now free threads correctly, there should not be any failure to start script

##Changed

  • Extracted some common function, should be easier to maintains
  • Rethinked the algorithms:
    • There is no more QuickHack and FullHack, now it is separated in two: Grow/Weaken and Class
    • For Grow/Weaken, the hack value is determined on the potential revenue following a hack one the cycle is finished. This takes into account the amount of available threads.
    • For Class, the hack value is determined by the actual value of the server.
    • Both type are weighted by the hack success chance.
    • In theory, the Grow/Weaken script would be preferred to the Class script until the server are almost at max money, after which the hack would be prefered.
    • Concretely, this make the script slower to start but with a higher cruising speed and giving more XP.
  • The selection algorithm and conductor are now separated.

##Added

  • Changelog