bitburner-official / bitburner-vscode Goto Github PK
View Code? Open in Web Editor NEWbitburner extension for vscode
License: MIT License
bitburner extension for vscode
License: MIT License
Autocomplete .script code.
While working fine when using with version 1.7 of BitBurner,
with the current version of BitBurner available on Steam (v2.2.2) the file upload does not any longer work as intended.
No files are uploaded anymore and the debug console in BitBurner shows the following error for each attempt to push a file from VSCode to BitBurner:
I can not push any js file into the game. No js file is shown in the game terminal with the command ls. The push of file does not work with the context menu nor the command pallet in vs code.
I included the auth token from the game into the property "bitburner.authToken" under the file "setttings.json" under the folder ".vscode"
Several places in the codebase there are references to the old repo hexnaught/vscode-bitburner-connector
bitburner-vscode/CONTRIBUTING.md
Line 7 in e19814c
bitburner-vscode/CONTRIBUTING.md
Line 18 in e19814c
Line 17 in e19814c
Line 20 in e19814c
Line 29 in e19814c
They should be updated to the new location bitburner-official/bitburner-vscode
If I open VS Code “in WSL” (with Remote - WSL), the Context Menu > Bitburner: Push File To The Game function has no effect. The file does not appear in game. If I open it “in Windows,” it works as advertised.
This is true whether the files are in the Windows or WSL filesystem.
I'm on Win 10 21H2, WSL2 with Ubuntu.
Especially when switching from the in-game Editor to VsCode the first time, it would be much appreciated if there was a way to download the scripts from the game into the scriptRoot
. Currently i did not find a satisfying way to do so other than copy-pasting each script manually.
This would require implementing GET endpoints on the game server and some way of polling changes (altough i guess a manual action would be sufficient for a start).
Hi,
Is there a way to ignore some files or folders when using the command "BitBurner: Push all files to the game". I would like to exclude my node_modules folder, it makes the games unresponsive for a few minutes when I do that.
It would help optimizing scripts if RAM usage of imports, function calls or generally total ram usage of a script were shown in VS-Code.
A plugin from this reddit-post https://www.reddit.com/r/Bitburner/comments/bh48y2/visual_studio_code_ram_calculator_extra/ was attempting to implement this, but appearantly, that extension is outdated and not compatible anymore with current version of the game.
I've tried the user-extension and it just shows this:
Maybe that gives an idea of what is requested.
To summerize:
It would be neat if the RAM usage would be shown in the Editor.
Customizable options would be great too. The above link to the existing (but broken) extension was actually heading in the right direction.
The VSCode Extension Page displays the archived repo README.md
instead of this one.
Hey thanks for the addon, and i understand you have only just started work on this integration, but is there maybe a rough feature plan for it?
was just wondering if code definition support is on the table?
i have never tired to import d.ts files so i'm not sure if this is possible but could you leverage the typescript definitions and ship as part of the addon?
To reproduce:
eslint-plugin-bitburning
folder (a project I'm working on ;) ) to your workspaceI understand that it won't be supported to synch multiple folders in. But that's not what I want. Hoping for a way to specify that only the "bitburn" workspace folder is synched with the plugin, while still being able to have the "eslint-plugin-bitburning" folder open.
I attempted to workaround this by using folder level settings, but folder level settings didn't seem to work at all, it wouldn't even load the filewatcher for example.
Discord references:
https://discord.com/channels/415207508303544321/923428435618058311/931380461354254346
https://discord.com/channels/415207508303544321/923428435618058311/931379041171296256
Is there a way to add the NS type to vscode so that autocompletion works like it does in the game? The ideal would be if this were done automatically by the extension.
Yea as the title says the extension is literally broken. I had to change source code of this extension to make it work, and it was really easy. The only issue with this is that the extension ID is not used properly in the code which is absolute bonkers that you guys failed to check that.
Firstly, thanks for the plugin! It's nice to use an external editor.
Now that an external editor makes it easy, I've been organising my files a bit better which caused me to run into some difficulties:
My actual scripts are here but the basic problem is this:
Files:
util/logger.js
scheduler/scheduler.js
overmind.js
overmind.js
:
import Scheduler from "scheduler/scheduler.js"
scheduler.js
:
import Logger from "util/logger.js";
logger.js does more or less the obvious.
When I make a change to logger.js
this gets uploaded to the game. But the entry point for my scripts is overmind.js
and as far as I can tell, the JS never gets recompiled or transpiled or whatever happens under the hood. As such any changes I make don't happen until I push (I think?) logger.js
, -then- scheduler.js
and lastly overmind.js
, in that order.
I have quite a bit of trouble keeping track of what changes have and haven't actually made it to the game.
I'm not a Javascript expert by any stretch but one thing I'd click on in a heartbeat is an option to bust all the cached transpiled code every time I push up a file. I wouldn't personally care that this might slow things down some in exchange for always executing the code I think I am.
I could just be missing something simpler, would appreciate thoughts!
Hello,
i've just started using the extension and it's working so far for scripts.
The upload of *.txt files is broken though.
This is in fact a bit confusing, as the README.md
does not mention txt files - but it's in the code.
I get the toast (as activated in settings), that the file was uploaded - but it does not appear in Bitburner.
There is no error message in Bitburners debugger.
In vscode the plugin reports some errors that seem to be unrelated:
Cannot read property 'dispose' of undefined
Cannot read property 'dispose' of undefined
Cannot read property 'dispose' of undefined
Cannot read property 'dispose' of undefined
Game version (Steam): Bitburner v1.3.0 (5ebb96a0)
vscode: 1.63.2
Plugin: 1.3.3
Regards!
Very new to bitburner and the extension, but I can't get it to work at all. I've enabled the server in the Bitburner client. I've copied the auth token and supplied it to the extension. When I try to push, nothing happens, but in VSCode devtools I see:
log.ts:313 ERR connect ECONNREFUSED 127.0.0.1:9990: Error: connect ECONNREFUSED 127.0.0.1:9990
at TCPConnectWrap.afterConnect [as oncomplete] (net.js:1146:16)
Hi, I have a small setup for this game where I want to use my laptop with vscode and run the game on my computer. I looked at all of the settings for the extension and I don't see one for ip or port. I also looked at the extension.js file, In there they have a url config changing to from localhost to my pc's ip address also did not work. Is there something I can do in the extension or do I have to look into redirecting the connection?
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