--!native --!optimize 2 --!divine-intellect -- https://discord.gg/wx4ThpAsmw local function string_find(s, pattern) return string.find(s, pattern, nil, true) end local function ArrayToDict(t, hydridMode, valueOverride, typeStrict) local tmp = {} if hydridMode then for any1, any2 in next, t do if type(any1) == "number" then tmp[any2] = valueOverride or true elseif type(any2) == "table" then tmp[any1] = ArrayToDict(any2, hydridMode) -- any1 is Class, any2 is Name else tmp[any1] = any2 end end else for _, key in next, t do if not typeStrict or typeStrict and type(key) == typeStrict then tmp[key] = true end end end return tmp end local global_container do local filename = "UniversalMethodFinder" local finder finder, global_container = loadstring( game:HttpGet("https://raw.githubusercontent.com/luau/SomeHub/main/" .. filename .. ".luau", true), filename )() finder({ -- readbinarystring = 'string.find(...,"bin",nil,true)', -- ! Could match some unwanted stuff (getbinaryindex) -- request = 'string.find(...,"request",nil,true) and not string.find(...,"internal",nil,true)', base64encode = 'local a={...}local b=a[1]local function c(a,b)return string.find(a,b,nil,true)end;return c(b,"encode")and(c(b,"base64")or c(string.lower(tostring(a[2])),"base64"))', -- cloneref = 'string.find(...,"clone",nil,true) and string.find(...,"ref",nil,true)', -- decompile = '(string.find(...,"decomp",nil,true) and string.sub(...,#...) ~= "s")', gethiddenproperty = 'string.find(...,"get",nil,true) and string.find(...,"h",nil,true) and string.find(...,"prop",nil,true) and string.sub(...,#...) ~= "s"', gethui = 'string.find(...,"get",nil,true) and string.find(...,"h",nil,true) and string.find(...,"ui",nil,true)', -- getcon = 'string.find(...,"get",nil,true) and (string.find(...,"conn",nil,true) or string.find(...,"sig",nil,true)) and string.sub(...,#(...))=="s"', getnilinstances = 'string.find(...,"nil",nil,true) and string.find(...,"get",nil,true) and string.sub(...,#...) == "s"', -- ! Could match some unwanted stuff getscriptbytecode = 'string.find(...,"get",nil,true) and string.find(...,"bytecode",nil,true)', -- or string.find(...,"dump",nil,true) and string.find(...,"string",nil,true) due to Fluxus (dumpstring returns a function) -- hash = 'local a={...}local b=a[1]local function c(a,b)return string.find(a,b,nil,true)end;return c(b,"hash")and c(string.lower(tostring(a[2])),"crypt")', protectgui = 'string.find(...,"protect",nil,true) and string.find(...,"ui",nil,true) and not string.find(...,"un",nil,true)', setthreadidentity = 'string.find(...,"identity",nil,true) and string.find(...,"set",nil,true)', }, true, 10) end local identify_executor = identifyexecutor or getexecutorname or whatexecutor local EXECUTOR_NAME = identify_executor and identify_executor() or "" -- local cloneref = global_container.cloneref local gethiddenproperty = global_container.gethiddenproperty -- These should be universal enough local appendfile = appendfile local isfile = isfile local readfile = readfile local writefile = writefile local getscriptbytecode = global_container.getscriptbytecode -- * A lot of assumptions are made based on whether this function is defined or not. So in certain edge cases, like if the executor defines "decompile" or "getscripthash" function yet doesn't define this function there might be loss of functionality of the saveinstance. Although that would be very rare and weird local base64encode = global_container.base64encode local service = setmetatable({}, { __index = function(self, serviceName) local o, s = pcall(Instance.new, serviceName) local Service = o and s or game:GetService(serviceName) or settings():GetService(serviceName) or UserSettings():GetService(serviceName) -- if cloneref then -- Service = cloneref(Service) -- end if Service then self[serviceName] = Service end return Service end, }) local gethiddenproperty_fallback do -- * Load Region of Déjà Vu local UGCValidationService -- = service.UGCValidationService gethiddenproperty_fallback = function(instance, propertyName) if not UGCValidationService then UGCValidationService = service.UGCValidationService end return UGCValidationService:GetPropertyValue(instance, propertyName) -- TODO Sadly there's no way to tell whether value is actually nil or the function just couldn't read it (always returns nil for "Class" category properties) -- TODO `category ~= "Class"` causes WeldConstraint Part1Internal to be read as nil and not get unfiltered. Currently, there are no properties of category "Class" that match the following: NotScriptable, can be read with gethiddenproperty_fallback accurately (it always outputs nil for "Class" category, making that check useless anyway) & don't have a NotScriptableFix. end if gethiddenproperty then local o, r = pcall(gethiddenproperty, workspace, "StreamOutBehavior") if not o or r ~= nil and typeof(r) ~= "EnumItem" then -- * Tests if gethiddenproperty is broken gethiddenproperty = nil else o, r = pcall(gethiddenproperty, Instance.new("AnimationRigData", Instance.new("Folder")), "parent") -- * Tests how it reacts to property overlap (shadowing) due to AnimationRigData.parent; expected BinaryString if o and r ~= nil and type(r) ~= "string" then gethiddenproperty = nil end end end local function benchmark(funcs, ...) local ranking = table.create(2) for i, f in next, funcs do local start = os.clock() for _ = 1, 50 do f(...) end ranking[i] = { t = os.clock() - start, f = f } end table.sort(ranking, function(a, b) return a.t < b.t end) return ranking[1].f end local test_str = string.rep("\1\0\0\0\1\2\3\4\5\6\7", 50) do if not bit32.byteswap or not pcall(bit32.byteswap, 1) then -- Because Fluxus is missing byteswap bit32 = table.clone(bit32) local function tobit(num) num = num % (bit32.bxor(num, 32)) if 0x80000000 < num then num = num - bit32.bxor(num, 32) end return num end bit32.byteswap = function(num) local BYTE_SIZE = 8 local MAX_BYTE_VALUE = 255 num = num % bit32.bxor(2, 32) local a = bit32.band(num, MAX_BYTE_VALUE) num = bit32.rshift(num, BYTE_SIZE) local b = bit32.band(num, MAX_BYTE_VALUE) num = bit32.rshift(num, BYTE_SIZE) local c = bit32.band(num, MAX_BYTE_VALUE) num = bit32.rshift(num, BYTE_SIZE) local d = bit32.band(num, MAX_BYTE_VALUE) num = tobit(bit32.lshift(bit32.lshift(bit32.lshift(a, BYTE_SIZE) + b, BYTE_SIZE) + c, BYTE_SIZE) + d) return num end table.freeze(bit32) end -- Credits @daily3014 & @XoifaiI local rbxcrypt_base64encode pcall(function() local b64_enc_buf = loadstring( game:HttpGet( "https://raw.githubusercontent.com/daily3014/rbx-cryptography/refs/heads/main/src/Utilities/Base64.luau", true ), "Base64" )().Encode rbxcrypt_base64encode = function(raw) return buffer.tostring(b64_enc_buf(buffer.fromstring(raw))) end end) local EncodingService = game:GetService("EncodingService") local EncodingService_base64encode = function(raw) return buffer.tostring(EncodingService:Base64Encode(buffer.fromstring(raw))) end -- * Tests if base64encode exists and works properly then benchmark it if base64encode and base64encode("\1\0\0\0\1") == "AQAAAAE=" then if rbxcrypt_base64encode then base64encode = benchmark({ base64encode, rbxcrypt_base64encode, EncodingService_base64encode }, test_str) end else base64encode = rbxcrypt_base64encode end assert(base64encode, "base64encode not found") end end local SharedString_identifier = 1e15 -- 1 quadrillion, up to 9.(9) quadrillion, in theory this shouldn't ever run out and be enough for all sharedstrings ever imaginable -- TODO: worst case, add fallback to str randomizer once numbers run out : ) local SharedStrings = setmetatable({}, { __index = function(self, str) local identifier = base64encode(tostring(SharedString_identifier)) -- tostring is only needed for built-in base64encode, Luau base64 implementations don't need it as buffers autoconvert SharedString_identifier = SharedString_identifier + 1 self[str] = identifier -- ? The value of the md5 attribute is a Base64-encoded key. type elements use this key to refer to the value of the string. The value is the text content, which is Base64-encoded. Historically, the key was the MD5 hash of the string value. However, this is not required; the key can be any value that will uniquely identify the shared string. Roblox currently uses BLAKE2b truncated to 16 bytes.. return identifier end, }) local inherited_properties = {} local default_instances = {} local referents, ref_size = {}, 0 -- ? Roblox encodes all elements with a referent attribute. Each value is generated by starting with the prefix RBX, followed by a UUID version 4, with - characters removed, and all characters converted to uppercase. local function GetRef(instance) local ref = referents[instance] if not ref then ref = ref_size referents[instance] = ref ref_size = ref_size + 1 end return ref end local function index(self, index_name) return self[index_name] end local version = version if not version then version = function() return "UNKNOWN" end end local CLIENT_VERSION = tonumber(string.split(version(), ".")[2]) or 9e9 -- Velocity temp fix local attr_Type_IDs = { string = 0x02, boolean = 0x03, int32 = 0x04, -- float = 0x05, -- float32 number = 0x06, -- float64 (double) -- Array = 0x07, -- Dictionary = 0x08, UDim = 0x09, UDim2 = 0x0A, Ray = 0x0B, Faces = 0x0C, Axes = 0x0D, BrickColor = 0x0E, Color3 = 0x0F, Vector2 = 0x10, Vector3 = 0x11, Vector2int16 = 0x12, Vector3int16 = 0x13, CFrame = 0x14, EnumItem = 0x15, NumberSequence = 0x17, NumberSequenceKeypoint = 0x18, ColorSequence = 0x19, ColorSequenceKeypoint = 0x1A, NumberRange = 0x1B, Rect = 0x1C, PhysicalProperties = 0x1D, Region3 = 0x1F, Region3int16 = 0x20, Font = 0x21, SecurityCapabilities = 0x22, Path2DControlPoint = 0x23, } local CFrame_Rotation_IDs = { ["\0\0\128\63\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\63\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\63"] = 0x02, ["\0\0\128\63\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\191\0\0\0\0\0\0\128\63\0\0\0\0"] = 0x03, ["\0\0\128\63\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\191\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\191"] = 0x05, ["\0\0\128\63\0\0\0\0\0\0\0\128\0\0\0\0\0\0\0\0\0\0\128\63\0\0\0\0\0\0\128\191\0\0\0\0"] = 0x06, ["\0\0\0\0\0\0\128\63\0\0\0\0\0\0\128\63\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\191"] = 0x07, ["\0\0\0\0\0\0\0\0\0\0\128\63\0\0\128\63\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\63\0\0\0\0"] = 0x09, ["\0\0\0\0\0\0\128\191\0\0\0\0\0\0\128\63\0\0\0\0\0\0\0\128\0\0\0\0\0\0\0\0\0\0\128\63"] = 0x0a, ["\0\0\0\0\0\0\0\0\0\0\128\191\0\0\128\63\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\191\0\0\0\0"] = 0x0c, ["\0\0\0\0\0\0\128\63\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\63\0\0\128\63\0\0\0\0\0\0\0\0"] = 0x0d, ["\0\0\0\0\0\0\0\0\0\0\128\191\0\0\0\0\0\0\128\63\0\0\0\0\0\0\128\63\0\0\0\0\0\0\0\0"] = 0x0e, ["\0\0\0\0\0\0\128\191\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\191\0\0\128\63\0\0\0\0\0\0\0\0"] = 0x10, ["\0\0\0\0\0\0\0\0\0\0\128\63\0\0\0\0\0\0\128\191\0\0\0\0\0\0\128\63\0\0\0\0\0\0\0\128"] = 0x11, ["\0\0\128\191\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\63\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\191"] = 0x14, ["\0\0\128\191\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\63\0\0\0\0\0\0\128\63\0\0\0\128"] = 0x15, ["\0\0\128\191\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\191\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\63"] = 0x17, ["\0\0\128\191\0\0\0\0\0\0\0\128\0\0\0\0\0\0\0\0\0\0\128\191\0\0\0\0\0\0\128\191\0\0\0\128"] = 0x18, ["\0\0\0\0\0\0\128\63\0\0\0\128\0\0\128\191\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\63"] = 0x19, ["\0\0\0\0\0\0\0\0\0\0\128\191\0\0\128\191\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\63\0\0\0\0"] = 0x1b, ["\0\0\0\0\0\0\128\191\0\0\0\128\0\0\128\191\0\0\0\0\0\0\0\128\0\0\0\0\0\0\0\0\0\0\128\191"] = 0x1c, ["\0\0\0\0\0\0\0\0\0\0\128\63\0\0\128\191\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\191\0\0\0\0"] = 0x1e, ["\0\0\0\0\0\0\128\63\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\191\0\0\128\191\0\0\0\0\0\0\0\0"] = 0x1f, ["\0\0\0\0\0\0\0\0\0\0\128\63\0\0\0\0\0\0\128\63\0\0\0\128\0\0\128\191\0\0\0\0\0\0\0\0"] = 0x20, ["\0\0\0\0\0\0\128\191\0\0\0\0\0\0\0\0\0\0\0\0\0\0\128\63\0\0\128\191\0\0\0\0\0\0\0\0"] = 0x22, ["\0\0\0\0\0\0\0\0\0\0\128\191\0\0\0\0\0\0\128\191\0\0\0\128\0\0\128\191\0\0\0\0\0\0\0\128"] = 0x23, } local BASE_CAPABILITIES pcall(function() BASE_CAPABILITIES = SecurityCapabilities.new() end) local CAPABILITY_BITS = { Plugin = 2 ^ 0, ---------------- 0 LocalUser = 2 ^ 1, ------------- 1 WritePlayer = 2 ^ 2, ----------- 2 RobloxScript = 2 ^ 3, ---------- 3 RobloxEngine = 2 ^ 4, ---------- 4 NotAccessible = 2 ^ 5, --------- 5 RunClientScript = 2 ^ 8, ------- 8 RunServerScript = 2 ^ 9, ------- 9 Unknown = 2 ^ 10, -------------- 10 (0xa) AccessOutsideWrite = 2 ^ 11, --- 11 (0xb) Unassigned = 2 ^ 15, ----------- 15 (0xf) AssetRequire = 2 ^ 16, --------- 16 (0x10) LoadString = 2 ^ 17, ----------- 17 (0x11) ScriptGlobals = 2 ^ 18, -------- 18 (0x12) CreateInstances = 2 ^ 19, ------ 19 (0x13) Basic = 2 ^ 20, ---------------- 20 (0x14) Audio = 2 ^ 21, ---------------- 21 (0x15) DataStore = 2 ^ 22, ------------ 22 (0x16) Network = 2 ^ 23, -------------- 23 (0x17) Physics = 2 ^ 24, -------------- 24 (0x18) UI = 2 ^ 25, ------------------- 25 (0x19) CSG = 2 ^ 26, ------------------ 26 (0x1a) Chat = 2 ^ 27, ----------------- 27 (0x1b) Animation = 2 ^ 28, ------------ 28 (0x1c) Avatar = 2 ^ 29, --------------- 29 (0x1d) Input = 2 ^ 30, ---------------- 30 (0x1e) Environment = 2 ^ 31, ---------- 31 (0x1f) RemoteEvent = 2 ^ 32, ---------- 32 (0x20) LegacySound = 2 ^ 33, ---------- 33 (0x21) Players = 2 ^ 34, -------------- 34 (0x22) CapabilityControl = 2 ^ 35, ---- 35 (0x23) RemoteCommand = 2 ^ 59, -------- 59 (0x3b) InternalTest = 2 ^ 60, --------- 60 (0x3c), Related to TestingGameScript PluginOrOpenCloud = 2 ^ 61, ---- 61 (0x3d) Assistant = 2 ^ 62, ------------ 62 (0x3e) -- Restricted = 2 ^ 63, -------- for negative (highest bit for i64) } local function __COUNT_CAPABILITY_BITS(raw) -- TODO tostring & string.split aren't ideal but this is the only way until the feature is out of the experimental phase (SecurityCapabilities.Contains exists but the Enums that it accepts lacks some hidden bits) - NotAccessible, Unknown, Restricted -- ! Seems like both tostring & .Contains ignore high / internal bits (anything above CapabilityControl): RemoteCommand, InternalTest, PluginOrOpenCloud, Assistant. They're present when created & saved by Studio but can't be read through current means local result = 0 for _, flag in next, string.split(tostring(raw), " | ") do local bit = CAPABILITY_BITS[flag] if bit then result = result + bit end end return result end local function __COUNT_BITS(...) -- * Credits to Friend (you know yourself) local Value = 0 for i, bit in next, { ... } do if bit then Value = Value + 2 ^ (i - 1) end end return Value end local Binary_Descriptors Binary_Descriptors = { __PACK_MULTIPLE = function(descriptor, value1, value2, value3) local buf1, size1 = descriptor(value1) local buf2, size2 = descriptor(value2) local len = size1 + size2 local buf3, size3 if value3 ~= nil then buf3, size3 = descriptor(value3) len = len + size3 end local b = buffer.create(len) buffer.copy(b, 0, buf1) buffer.copy(b, size1, buf2) if value3 ~= nil then buffer.copy(b, size1 + size2, buf3) end return b, len end, __construct_Sequence = function(keypoint_handler, keypointSize) return function(raw) local Keypoints = raw.Keypoints local Keypoints_n = #Keypoints local len = 4 + keypointSize * Keypoints_n local b = buffer.create(len) buffer.writeu32(b, 0, Keypoints_n) local offset = 4 for _, keypoint in next, Keypoints do keypoint_handler(keypoint, b, offset) offset = offset + keypointSize end return b, len end end, __writei64 = function(b, offset, raw) local low = bit32.band(raw, 0xFFFFFFFF) local high = (raw - low) / 0x100000000 buffer.writei32(b, offset, low) buffer.writei32(b, offset + 4, high) end, __PACK_F32 = nil, __PACK_I16 = nil, __construct__PACKER = function(float) local writeFunc = float and buffer.writef32 or buffer.writei16 local elementSize = float and 4 or 2 -- local zbuf, nozbuf = buffer.create(elementSize * 3), buffer.create(elementSize * 2) return function(X, Y, Z) local len = Z and (elementSize * 3) or (elementSize * 2) local b = buffer.create(len) writeFunc(b, 0, X) writeFunc(b, elementSize, Y) if Z then writeFunc(b, elementSize * 2, Z) end return b, len end end, -------------------------------------------------------------- -------------------------------------------------------------- -------------------------------------------------------------- ["string"] = function(raw) local raw_len = #raw local len = 4 + raw_len local b = buffer.create(len) buffer.writeu32(b, 0, raw_len) buffer.writestring(b, 4, raw) return b, len end, ["boolean"] = function(raw) local b = buffer.create(1) buffer.writeu8(b, 0, raw and 1 or 0) return b, 1 end, ["number"] = function(raw) -- double local b = buffer.create(8) buffer.writef64(b, 0, raw) return b, 8 end, ["UDim"] = function(raw) local b = buffer.create(8) buffer.writef32(b, 0, raw.Scale) buffer.writei32(b, 4, raw.Offset) return b, 8 end, ["UDim2"] = function(raw) return Binary_Descriptors.__PACK_MULTIPLE(Binary_Descriptors["UDim"], raw.X, raw.Y) end, ["Ray"] = function(raw) return Binary_Descriptors.__PACK_MULTIPLE(Binary_Descriptors["Vector3"], raw.Origin, raw.Direction) end, ["Faces"] = function(raw) local b = buffer.create(4) buffer.writeu32(b, 0, __COUNT_BITS(raw.Right, raw.Top, raw.Back, raw.Left, raw.Bottom, raw.Front)) return b, 4 end, ["Axes"] = function(raw) local b = buffer.create(4) buffer.writeu32(b, 0, __COUNT_BITS(raw.X, raw.Y, raw.Z)) return b, 4 end, ["BrickColor"] = function(raw) local b = buffer.create(4) buffer.writeu32(b, 0, raw.Number) return b, 4 end, ["Color3"] = function(raw) return Binary_Descriptors.__PACK_F32(raw.R, raw.G, raw.B) end, ["Vector2"] = function(raw) return Binary_Descriptors.__PACK_F32(raw.X, raw.Y) end, ["Vector3"] = function(raw) return Binary_Descriptors.__PACK_F32(raw.X, raw.Y, raw.Z) end, ["Vector2int16"] = function(raw) return Binary_Descriptors.__PACK_I16(raw.X, raw.Y) end, ["Vector3int16"] = function(raw) return Binary_Descriptors.__PACK_I16(raw.X, raw.Y, raw.Z) end, ["CFrame"] = function(raw) local X, Y, Z, R00, R01, R02, R10, R11, R12, R20, R21, R22 = raw:GetComponents() local rotation_ID do local b = buffer.create(36) buffer.writef32(b, 0, R00) buffer.writef32(b, 4, R01) buffer.writef32(b, 8, R02) buffer.writef32(b, 12, R10) buffer.writef32(b, 16, R11) buffer.writef32(b, 20, R12) buffer.writef32(b, 24, R20) buffer.writef32(b, 28, R21) buffer.writef32(b, 32, R22) rotation_ID = CFrame_Rotation_IDs[buffer.tostring(b)] end local len = rotation_ID and 13 or 49 local b = buffer.create(len) local __PACK_F32 = Binary_Descriptors.__PACK_F32 local position = __PACK_F32(X, Y, Z) buffer.copy(b, 0, position) -- buffer.writef32(b, 0, X) -- buffer.writef32(b, 4, Y) -- buffer.writef32(b, 8, Z) if rotation_ID then buffer.writeu8(b, 12, rotation_ID) else buffer.writeu8(b, 12, 0x0) local xBasis = __PACK_F32(R00, R01, R02) buffer.copy(b, 13, xBasis) local yBasis = __PACK_F32(R10, R11, R12) buffer.copy(b, 13 + 12, yBasis) local zBasis = __PACK_F32(R20, R21, R22) buffer.copy(b, 13 + 24, zBasis) -- buffer.writef32(b, 13, R00) -- buffer.writef32(b, 17, R01) -- buffer.writef32(b, 21, R02) -- buffer.writef32(b, 25, R10) -- buffer.writef32(b, 29, R11) -- buffer.writef32(b, 33, R12) -- buffer.writef32(b, 37, R20) -- buffer.writef32(b, 41, R21) -- buffer.writef32(b, 45, R22) end return b, len end, ["EnumItem"] = function(raw) local b_Name, Name_size = Binary_Descriptors["string"](tostring(raw.EnumType)) local len = Name_size + 4 local b = buffer.create(len) buffer.copy(b, 0, b_Name) buffer.writeu32(b, Name_size, raw.Value) return b, len end, ["NumberSequence"] = nil, ["NumberSequenceKeypoint"] = function(keypoint, b, offset) if not b then return Binary_Descriptors.__PACK_F32(keypoint.Envelope, keypoint.Time, keypoint.Value) end buffer.writef32(b, offset, keypoint.Envelope) offset = offset + 4 buffer.writef32(b, offset, keypoint.Time) offset = offset + 4 buffer.writef32(b, offset, keypoint.Value) end, ["ColorSequence"] = nil, ["ColorSequenceKeypoint"] = function(keypoint, b, offset) local Value = Binary_Descriptors["Color3"](keypoint.Value) if not b then b = buffer.create(20) offset = 0 end buffer.writef32(b, offset, 0) offset = offset + 4 buffer.writef32(b, offset, keypoint.Time) offset = offset + 4 buffer.copy(b, offset, Value) return b, 20 end, ["NumberRange"] = function(raw) return Binary_Descriptors.__PACK_F32(raw.Min, raw.Max) end, ["Rect"] = function(raw) return Binary_Descriptors.__PACK_MULTIPLE(Binary_Descriptors["Vector2"], raw.Min, raw.Max) end, ["PhysicalProperties"] = function(raw) -- ? Not sure yet (https://github.com/RobloxAPI/spec/blob/master/properties/drafts/AttributesSerializeFull.md#physicalproperties) local len = 1 if raw then len = len + 24 end local b = buffer.create(len) buffer.writeu8(b, 0, raw and 3 or 0) -- 3 means it has set CustomPhysicalProperties & has set AcousticAbsorption if raw then buffer.writef32(b, 1, raw.Density) buffer.writef32(b, 5, raw.Friction) buffer.writef32(b, 9, raw.Elasticity) buffer.writef32(b, 13, raw.FrictionWeight) buffer.writef32(b, 17, raw.ElasticityWeight) buffer.writef32(b, 21, raw.AcousticAbsorption) end return b, len end, ["Region3"] = function(raw) local Translation = raw.CFrame.Position local HalfSize = raw.Size * 0.5 return Binary_Descriptors.__PACK_MULTIPLE( Binary_Descriptors["Vector3"], Translation - HalfSize, -- /App/util/Region3.cpp#L38 Translation + HalfSize -- /App/util/Region3.cpp#L42 ) end, ["Region3int16"] = function(raw) return Binary_Descriptors.__PACK_MULTIPLE(Binary_Descriptors["Vector3int16"], raw.Min, raw.Max) end, ["Font"] = 636 < CLIENT_VERSION and function(raw) local string__descriptor = Binary_Descriptors["string"] local b_Family, Family_size = string__descriptor(raw.Family) local b_CachedFaceId, CachedFaceId_size = string__descriptor("") local len = 3 + Family_size + CachedFaceId_size local b = buffer.create(len) local ok_w, weight = pcall(index, raw, "Weight") local ok_s, style = pcall(index, raw, "Style") buffer.writeu16(b, 0, ok_w and weight.Value or 0) buffer.writeu8(b, 2, ok_s and style.Value or 0) buffer.copy(b, 3, b_Family) buffer.copy(b, 3 + Family_size, b_CachedFaceId) return b, len end or function(raw) local string__descriptor = Binary_Descriptors["string"] local b_Family, Family_size = string__descriptor(raw.Family) local b_CachedFaceId, CachedFaceId_size = string__descriptor("") local len = 3 + Family_size + CachedFaceId_size local b = buffer.create(len) local FontString = tostring(raw) local EmptyWeight = string_find(FontString, "Weight = ,") local EmptyStyle = string_find(FontString, "Style = }") buffer.writeu16(b, 0, EmptyWeight and 0 or raw.Weight.Value) buffer.writeu8(b, 2, EmptyStyle and 0 or raw.Style.Value) buffer.copy(b, 3, b_Family) buffer.copy(b, 3 + Family_size, b_CachedFaceId) return b, len end, ["SecurityCapabilities"] = function(raw) local b = buffer.create(8) if raw == BASE_CAPABILITIES then return b, 8 end Binary_Descriptors.__writei64(b, 0, __COUNT_CAPABILITY_BITS(raw)) return b, 8 end, ["Path2DControlPoint"] = function(raw) return Binary_Descriptors.__PACK_MULTIPLE( Binary_Descriptors["UDim2"], raw.Position, raw.LeftTangent, raw.RightTangent ) end, } do -- Sequences Binary_Descriptors["NumberSequence"] = Binary_Descriptors.__construct_Sequence(Binary_Descriptors["NumberSequenceKeypoint"], 12) Binary_Descriptors["ColorSequence"] = Binary_Descriptors.__construct_Sequence(Binary_Descriptors["ColorSequenceKeypoint"], 20) end do -- Vectors Binary_Descriptors.__PACK_F32 = Binary_Descriptors.__construct__PACKER(true) Binary_Descriptors.__PACK_I16 = Binary_Descriptors.__construct__PACKER() end local ESCAPES_PATTERN = "[&<>\"'\0\1-\9\11-\12\14-\31\127-\255]" -- * The safe way is to escape all five characters in text. However, the three characters " ' and > needn't be escaped in text -- %z (\0 aka NULL) might not be needed as Roblox automatically converts it to space everywhere it seems like -- Characters from: https://create.roblox.com/docs/en-us/ui/rich-text#escape-forms -- * EscapesPattern should be ordered from most common to least common characters for sake of speed -- * Might wanna use their numerical codes instead of named codes for reduced file size (Could be an Option) -- TODO Maybe we should invert the pattern to only allow certain characters (future-proof) local ESCAPES = { ["&"] = "&", -- 38 ["<"] = "<", -- 60 [">"] = ">", -- 62 ['"'] = """, -- quot ["'"] = "'", -- apos ["\0"] = "", } for rangeStart, rangeEnd in string.gmatch(ESCAPES_PATTERN, "(.)%-(.)") do for charCode = string.byte(rangeStart), string.byte(rangeEnd) do ESCAPES[string.char(charCode)] = "&#" .. charCode .. ";" end end local XML_Descriptors XML_Descriptors = { __CDATA = function(raw) -- ? Normally Roblox doesn't use CDATA unless the string has newline characters (\n); We rather CDATA everything for sake of speed return "" end, __NORMALIZE_NUMBER = function(raw) if raw ~= raw then return "NAN" elseif raw == math.huge then return "INF" elseif raw == -math.huge then return "-INF" end return raw end, __NORMALIZE_RANGE = function(raw) return raw ~= raw and "0" or raw -- Normally we should return "-nan(ind)" instead of "0" but this adds more compatibility end, __MINMAX = function(min, max, descriptor) return "" .. descriptor(min) .. "" .. descriptor(max) .. "" end, __PROTECTEDSTRING = function(raw) -- ? its purpose is to "protect" data from being treated as ordinary character data during processing; return string_find(raw, "]]>") and string.gsub(raw, ESCAPES_PATTERN, ESCAPES) or XML_Descriptors.__CDATA(raw) end, __construct_Sequence = function(keypoint_handler) -- The value is the text content, formatted as a space-separated list of floating point numbers. -- tostring(raw) also works (but way slower rn) -- ? Trailing whitespace after Envelope is needed for lune compatibility return function(raw) local sequence = "" for _, keypoint in next, raw.Keypoints do sequence = sequence .. keypoint_handler(keypoint) end return sequence end end, __VECTOR = function(X, Y, Z) -- Each element is a local Value = "" .. X .. "" .. Y .. "" -- There is no Vector without at least two Coordinates.. (Vector1, at least on Roblox) if Z then Value = Value .. "" .. Z .. "" end return Value end, -------------------------------------------------------------- -------------------------------------------------------------- -------------------------------------------------------------- Axes = function(raw) -- The text of this element is formatted as an integer between 0 and 7 return "" .. __COUNT_BITS(raw.X, raw.Y, raw.Z) .. "" end, -- ! Assuming all base64 encoded strings won't have newlines BinaryString = function(raw) -- ! only add raw == nil if such edge-case exists (note it) return raw == "" and "" or base64encode(raw) end, BrickColor = function(raw) return raw.Number -- * Roblox encodes the tags as "int", but this is not required for Roblox to properly decode the type. For better compatibility, it is preferred that third-party implementations encode and decode "BrickColor" tags instead. Could also use "int" or "Color3uint8" end, CFrame = function(raw) local X, Y, Z, R00, R01, R02, R10, R11, R12, R20, R21, R22 = raw:GetComponents() return XML_Descriptors.__VECTOR(X, Y, Z) .. "" .. R00 .. "" .. R01 .. "" .. R02 .. "" .. R10 .. "" .. R11 .. "" .. R12 .. "" .. R20 .. "" .. R21 .. "" .. R22 .. "", "CoordinateFrame" end, -- CFrameQuat = function(raw) -- ? This will probably never release as it's not even used anywhere naturally, but there are hints it does exist as a DataType -- local X, Y, Z, R00, R01, R02, R10, R11, R12, R20, R21, R22 = raw:GetComponents() -- local trace = R00 + R11 + R22 -- local S, QW, QX, QY, QZ -- if trace > 0 then -- S = math.sqrt(1 + trace) * 2 -- QW = 0.25 * S -- QX = (R21 - R12) / S -- QY = (R02 - R20) / S -- QZ = (R10 - R01) / S -- elseif (R00 > R11) and (R00 > R22) then -- S = math.sqrt(1 + R00 - R11 - R22) * 2 -- QW = (R21 - R12) / S -- QX = 0.25 * S -- QY = (R01 + R10) / S -- QZ = (R02 + R20) / S -- elseif R11 > R22 then -- S = math.sqrt(1 + R11 - R00 - R22) * 2 -- QW = (R02 - R20) / S -- QX = (R01 + R10) / S -- QY = 0.25 * S -- QZ = (R12 + R21) / S -- else -- S = math.sqrt(1 + R22 - R00 - R11) * 2 -- QW = (R10 - R01) / S -- QX = (R02 + R20) / S -- QY = (R12 + R21) / S -- QZ = 0.25 * S -- end -- return XML_Descriptors.__VECTOR(X, Y, Z) -- .. "" -- .. QX -- .. "" -- .. QY -- .. "" -- .. QZ -- .. "" -- .. QW -- .. "" -- end, Color3 = function(raw) -- Each element is a return "" .. raw.R .. "" .. raw.G .. "" .. raw.B .. "" -- ? It is recommended that Color3 is encoded with elements instead of text. end, Color3uint8 = function(raw) -- https://github.com/rojo-rbx/rbx-dom/blob/master/docs/xml.md#color3uint8 -- ? It is recommended that Color3uint8 is encoded with text instead of elements. return 0xFF000000 + (math.floor(raw.R * 255) * 0x10000) + (math.floor(raw.G * 255) * 0x100) + math.floor(raw.B * 255) -- return bit32.bor( -- bit32.bor(bit32.bor(bit32.lshift(0xFF, 24), bit32.lshift(0xFF * raw.R, 16)), bit32.lshift(0xFF * raw.G, 8)), -- 0xFF * raw.B -- ) -- return tonumber(string.format("0xFF%02X%02X%02X",raw.R*255,raw.G*255,raw.B*255)) end, ColorSequence = nil, ColorSequenceKeypoint = function(keypoint) local __NORMALIZE_RANGE = XML_Descriptors.__NORMALIZE_RANGE local color3 = keypoint.Value return __NORMALIZE_RANGE(keypoint.Time) .. " " .. __NORMALIZE_RANGE(color3.R) .. " " .. __NORMALIZE_RANGE(color3.G) .. " " .. __NORMALIZE_RANGE(color3.B) .. " 0 " end, Content = function(raw) -- TODO Not sure about Object & Opaque, run tests when possible local SourceType = raw.SourceType return SourceType == Enum.ContentSourceType.None and "" or SourceType == Enum.ContentSourceType.Uri and "" .. XML_Descriptors.string(raw.Uri) .. "" or SourceType == Enum.ContentSourceType.Object and "" .. GetRef(raw.Object) .. "" or SourceType == Enum.ContentSourceType.Opaque and "" .. GetRef(raw.Opaque) .. "" end, ContentId = function(raw) -- ! only add raw == nil if such edge-case exists (note it) return raw == "" and "" or "" .. XML_Descriptors.string(raw) .. "", "Content" -- TODO Remove "Content" str once Roblox fully releases Content DataType end, CoordinateFrame = function(raw) return "" .. XML_Descriptors.CFrame(raw) .. "" end, -- DateTime = function(raw) return raw.UnixTimestampMillis end, -- ? Not sure EnumItem = function(raw) return raw.Value, "token" end, Faces = function(raw) -- The text of this element is formatted as an integer between 0 and 63 return "" .. __COUNT_BITS(raw.Right, raw.Top, raw.Back, raw.Left, raw.Bottom, raw.Front) .. "" end, Font = 636 < CLIENT_VERSION and function(raw) -- TODO (OPTIONAL ELEMENT): Figure out how to determine (ContentId) rbxasset://fonts/GothamSSm-Medium.otf --[[ ? game:GetService("TextService"):GetFontMemoryData() ? rbxasset://fonts/families/{Enum.Font.BuilderSans.Name}.json ]] local ok_w, weight = pcall(index, raw, "Weight") local ok_s, style = pcall(index, raw, "Style") return "" .. XML_Descriptors.ContentId(raw.Family) .. "" .. (ok_w and XML_Descriptors.EnumItem(weight) or "") .. "" end or function(raw) local FontString = tostring(raw) local EmptyWeight = string_find(FontString, "Weight = ,") local EmptyStyle = string_find(FontString, "Style = }") return "" .. XML_Descriptors.ContentId(raw.Family) .. "" .. (EmptyWeight and "" or XML_Descriptors.EnumItem(raw.Weight)) .. "" end, NetAssetRef = nil, NumberRange = function(raw) -- tostring(raw) also works -- The value is the text content, formatted as a space-separated list of floating point numbers. local __NORMALIZE_RANGE = XML_Descriptors.__NORMALIZE_RANGE return __NORMALIZE_RANGE(raw.Min) .. " " .. __NORMALIZE_RANGE(raw.Max) --[[.. " "]] -- ! This might be required for compatibility; __NORMALIZE_RANGE is not needed here but it fixes the issue where "nan 10" value would reset to "0 0" end, NumberSequence = nil, NumberSequenceKeypoint = function(keypoint) local __NORMALIZE_RANGE = XML_Descriptors.__NORMALIZE_RANGE return __NORMALIZE_RANGE(keypoint.Time) .. " " .. __NORMALIZE_RANGE(keypoint.Value) .. " " .. __NORMALIZE_RANGE(keypoint.Envelope) .. " " end, -- Path2DControlPoint = function(raw) -- ? Not sure -- local udim2 = XML_Descriptors.UDim2 -- return "" -- .. udim2(raw.Position) -- .. "" -- .. "" -- .. udim2(raw.LeftTangent) -- .. "" -- .. "" -- .. udim2(raw.RightTangent) -- .. "" -- end, PhysicalProperties = function(raw) --[[ Contains at least one CustomPhysics element, which is interpreted according to the bool type. If this value is true, then the tag also contains an element for each component of the PhysicalProperties: Density Friction Elasticity FrictionWeight ElasticityWeight AcousticAbsorption The value of each component is represented by the text content formatted as a 32-bit floating point number (see float) ]] local CustomPhysics = "" .. XML_Descriptors.bool(raw and true or false) .. "" return raw and CustomPhysics .. "" .. raw.Density .. "" .. raw.Friction .. "" .. raw.Elasticity .. "" .. raw.FrictionWeight .. "" .. raw.ElasticityWeight .. "" .. raw.AcousticAbsorption .. "" or CustomPhysics end, -- ProtectedString = function(raw) return tostring(raw), "ProtectedString" end, Ray = function(raw) local vector3 = XML_Descriptors.Vector3 return "" .. vector3(raw.Origin) .. "" .. vector3(raw.Direction) .. "" end, Rect = function(raw) return XML_Descriptors.__MINMAX(raw.Min, raw.Max, XML_Descriptors.Vector2), "Rect2D" end, Region3 = function(raw) -- ? Not sure about xml format yet, the math is correct though (/Network/Replicator.cpp#L1306) local Translation = raw.CFrame.Position local HalfSize = raw.Size * 0.5 return XML_Descriptors.__MINMAX( Translation - HalfSize, -- /App/util/Region3.cpp#L38 Translation + HalfSize, -- /App/util/Region3.cpp#L42 XML_Descriptors.Vector3 ) end, Region3int16 = function(raw) -- ? Not sure yet (/App/v8tree/EnumProperty.cpp#L346) return XML_Descriptors.__MINMAX(raw.Min, raw.Max, XML_Descriptors.Vector3int16) end, SharedString = function(raw) return SharedStrings[XML_Descriptors.BinaryString(raw)] end, SecurityCapabilities = function(raw) if raw == BASE_CAPABILITIES then return 0 end return __COUNT_CAPABILITY_BITS(raw) end, -- SystemAddress = function(raw) return raw end, -- PeerId? systemAddress as a string in the format "IP|Port", "|" being portDelineator, should not be '.', ':', '%', '-', '/', a number, or a-f -- ? Not sure (binaryAddress) -- TweenInfo = function(raw) -- ? Not sure -- local __NORMALIZE_NUMBER = XML_Descriptors.__NORMALIZE_NUMBER -- local EnumItem = XML_Descriptors.EnumItem -- return "" -- .. __NORMALIZE_NUMBER(raw.DelayTime) -- .. "" -- .. __NORMALIZE_NUMBER(raw.RepeatCount) -- .. "" -- .. XML_Descriptors.bool(raw.Reverses) -- .. "" -- .. enum(raw.EasingDirection) -- .. "" -- .. enum(raw.EasingStyle) -- .. "" -- end, UDim = function(raw) --[[ S: Represents the Scale component. Interpreted as a . O: Represents the Offset component. Interpreted as an . ]] return "" .. raw.Scale .. "" .. raw.Offset .. "" end, UDim2 = function(raw) --[[ XS: Represents the X.Scale component. Interpreted as a . XO: Represents the X.Offset component. Interpreted as an . YS: Represents the Y.Scale component. Interpreted as a . YO: Represents the Y.Offset component. Interpreted as an . ]] local X, Y = raw.X, raw.Y return "" .. X.Scale .. "" .. X.Offset .. "" .. Y.Scale .. "" .. Y.Offset .. "" end, UniqueId = function(raw) -- --[[ -- UniqueId properties might be random everytime Studio saves a place file -- and don't have a use right now outside of packages, which SSI doesn't -- account for anyway. They generate diff noise, so we shouldn't serialize -- them until we have to. -- ]] -- -- https://github.com/MaximumADHD/Roblox-Client-Tracker/blob/master/LuaPackages/Packages/_Index/ApolloClient/ApolloClient/utilities/common/makeUniqueId.lua#L68 return string.gsub(raw, "-", "") -- seems to be string type by default end, Vector2 = function(raw) --[[ X: Represents the X component. Interpreted as a . Y: Represents the Y component. Interpreted as a . ]] return XML_Descriptors.__VECTOR(raw.X, raw.Y) end, Vector2int16 = nil, -- Vector2int16 = Descriptors.Vector2, -- except as Vector3 = function(raw) --[[ X: Represents the X component. Interpreted as a . Y: Represents the Y component. Interpreted as a . Z: Represents the Z component. Interpreted as a . ]] return XML_Descriptors.__VECTOR(raw.X, raw.Y, raw.Z) end, Vector3int16 = nil, -- Vector3int16 = Descriptors.Vector3, -- except as \ bool = function(raw) return raw and "true" or "false" end, double = nil, -- Float64 float = nil, -- Float32 int = nil, -- Int32 int64 = nil, -- Int64 (long) string = function(raw) return (raw == nil or raw == "") and "" or string_find(raw, "]]>") and string.gsub(raw, ESCAPES_PATTERN, ESCAPES) or XML_Descriptors.__CDATA(string.gsub(raw, "\0", "")) end, -------------------------------------------------------------- -----------%localappdata%/Roblox/GlobalSettings_13.xml-------- -----------------------settings().Studio---------------------- -------------------------------------------------------------- -- QDir = function(raw) -- ? Not sure -- return raw -- end, -- QFont = function(raw) -- ? Not sure -- return raw -- end, } do -- Sequences XML_Descriptors.NumberSequence = XML_Descriptors.__construct_Sequence(XML_Descriptors.NumberSequenceKeypoint) XML_Descriptors.ColorSequence = XML_Descriptors.__construct_Sequence(XML_Descriptors.ColorSequenceKeypoint) end for descriptorName, redirectName in next, { NetAssetRef = "SharedString", Vector2int16 = "Vector2", Vector3int16 = "Vector3", double = "__NORMALIZE_NUMBER", float = "__NORMALIZE_NUMBER", int = "__NORMALIZE_NUMBER", int64 = "__NORMALIZE_NUMBER", } do XML_Descriptors[descriptorName] = XML_Descriptors[redirectName] end if CLIENT_VERSION < math.huge then -- math.huge because unknown yet -- ! For sake of compatibility with older clients, Roblox currently does this too but it WILL probably change in the future so keep track of that. ONCE ROBLOX MOVES AWAY FROM THIS, MAKE SURE TO KEEP SUPPORT FOR VERY OLD CLIENTS; 645 <= CLIENT Ver < ??? (ver when roblox moves away), THIS IS COMPLICATED SO PROBABLY NO SUPPORT, JUST USE OLDER VER OF USSI; NEWEST CLIENTS XML_Descriptors.Content = XML_Descriptors.ContentId end local ClassList do local ClassPropertyExceptions = { Whitelist = { MeshPart = ArrayToDict({ "CollisionFidelity" }), PartOperation = ArrayToDict({ "CollisionFidelity" }), TriangleMeshPart = ArrayToDict({ "CollisionFidelity" }), }, Blacklist = { LuaSourceContainer = ArrayToDict({ "ScriptGuid" }), Instance = ArrayToDict({ "UniqueId", "HistoryId" }), }, } local function AttributesSerialize(attrs) -- * There are certain restrictions for names of attributes -- https://create.roblox.com/docs/reference/engine/classes/Instance#SetAttribute -- But it seems like even if those are present, Studio still opens the file just fine -- So there is no need to check for them currently -- ? Return early for empty tags (this proved equally as fast when done using counter/next) local attrs_n = 0 local buffer_size = 4 local attrs_sorted = {} local attrs_formatted = table.clone(attrs) for attr, val in next, attrs do attrs_n = attrs_n + 1 attrs_sorted[attrs_n] = attr local Type = typeof(val) local Descriptor = Binary_Descriptors[Type] local attr_size attrs_formatted[attr], attr_size = Descriptor(val) buffer_size = buffer_size + (5 + #attr + attr_size) end table.sort(attrs_sorted) local b = buffer.create(buffer_size) buffer.writeu32(b, 0, attrs_n) local string__descriptor = Binary_Descriptors["string"] local offset = 4 for _, attr in next, attrs_sorted do local b_Name, Name_size = string__descriptor(attr) buffer.copy(b, offset, b_Name) offset = offset + Name_size buffer.writeu8(b, offset, attr_Type_IDs[typeof(attrs[attr])]) offset = offset + 1 local bb = attrs_formatted[attr] buffer.copy(b, offset, bb) offset = offset + buffer.len(bb) end return buffer.tostring(b) end local function AttenuationSerialize(attenuations) if not next(attenuations) then return "\0" -- ? [CONSTANT] Version byte (likely) end local attenuations_n = 0 local attenuations_sorted = {} for key in next, attenuations do attenuations_n = attenuations_n + 1 attenuations_sorted[attenuations_n] = key end table.sort(attenuations_sorted) -- ? Seems to be sorted by default, just in case local b = buffer.create(1 + attenuations_n * 8) local offset = 1 for _, key in next, attenuations_sorted do buffer.writef32(b, offset, key) offset = offset + 4 buffer.writef32(b, offset, attenuations[key]) -- volume offset = offset + 4 end return buffer.tostring(b) end local function TransformsSerialize(transforms) local transforms_n = #transforms if transforms_n == 0 then return "\1\0\0\0\0\0\0\0" end local b = buffer.create(8 + transforms_n * 48) buffer.writeu32(b, 0, 1) -- ? [CONSTANT] Version byte (likely) buffer.writeu32(b, 4, transforms_n) local __PACK_F32 = Binary_Descriptors.__PACK_F32 local offset = 8 for _, transform in next, transforms do local X, Y, Z, R00, R01, R02, R10, R11, R12, R20, R21, R22 = transform:GetComponents() local xBasis = __PACK_F32(R00, R01, R02) buffer.copy(b, offset, xBasis) offset = offset + 12 local yBasis = __PACK_F32(R10, R11, R12) buffer.copy(b, offset, yBasis) offset = offset + 12 local zBasis = __PACK_F32(R20, R21, R22) buffer.copy(b, offset, zBasis) offset = offset + 12 local position = __PACK_F32(X, Y, Z) buffer.copy(b, offset, position) offset = offset + 12 end return buffer.tostring(b) end local NotScriptableFixes = { --[[ For more info: - https://github.com/luau/UniversalSynSaveInstance/blob/main/Tools/NotScriptable-Related/Potentially%20Missing%20Properties%20Dumper/Potentially%20Missing%20Properties%20Dumper.luau - https://github.com/luau/UniversalSynSaveInstance/blob/main/Tools/NotScriptable-Related/NotScriptable%20Dumper/NotScriptable%20Dumper.py ]] Instance = { AttributesSerialize = function(instance) local attrs = instance:GetAttributes() if not next(attrs) then return "" end return AttributesSerialize(attrs) end, DefinesCapabilities = "Sandboxed", Tags = function(instance) -- https://github.com/RobloxAPI/spec/blob/master/properties/Tags.md local tags = service.CollectionService:GetTags(instance) -- ? Seems faster than instance:GetTags if #tags == 0 then return "" end return table.concat(tags, "\0") end, }, Path2D = { PropertiesSerialize = function(instance) local control_points = instance:GetControlPoints() local control_points_n = #control_points if control_points_n == 0 then return "\0\0\0\0" end local b = buffer.create(4 + control_points_n * 49) buffer.writeu32(b, 0, control_points_n) local TypeID_Path2DControlPoint = attr_Type_IDs["Path2DControlPoint"] local Path2DControlPoint_descriptor = Binary_Descriptors["Path2DControlPoint"] local offset = 4 for i, point in next, control_points do local buf = Path2DControlPoint_descriptor(point) buffer.writeu8(b, offset, TypeID_Path2DControlPoint) offset = offset + 1 buffer.copy(b, offset, buf) offset = offset + 48 end return buffer.tostring(b) end, }, PlayerEmulatorService = { SerializedEmulatedPolicyInfo = function(instance) local EmulatedPolicyInfo = instance:GetEmulatedPolicyInfo() if not next(EmulatedPolicyInfo) then return "" end return AttributesSerialize(EmulatedPolicyInfo) end, }, StyleRule = { PropertiesSerialize = function(instance) local props = instance:GetProperties() if not next(props) then return "\0\0\0\0" -- ! Essential end return AttributesSerialize(props) end, }, StyleQuery = { ConditionsSerialize = function(instance) local props = instance:GetConditions() if not next(props) then return "\0\0\0\0" end return AttributesSerialize(props) end, }, MarkerCurve = { ValuesAndTimes = function(instance) local markers = instance:GetMarkers() local markers_n = #markers if markers_n == 0 then -- return "" -- Seems to also work return "\2\0\0\0\0\0\0\0\1\0\0\0\0\0\0\0" end local strings_size = 0 for i, marker in next, markers do strings_size = strings_size + (#marker.Value + 1) end local b = buffer.create(8 + strings_size + 8 + (markers_n * 4)) -- Values section buffer.writeu32(b, 0, 2) -- Constant buffer.writeu32(b, 4, markers_n) local offset = 8 for i, marker in next, markers do local value = marker.Value buffer.writestring(b, offset, value) offset = offset + (#value + 1) -- buffer.writeu8(b, offset, 0) -- Null terminator -- offset += 1 end -- Times section (as 2400x scaled integers) buffer.writeu32(b, offset, 1) -- Constant offset = offset + 4 buffer.writeu32(b, offset, markers_n) offset = offset + 4 for i, marker in next, markers do local scaled_time = math.round(marker.Time * 2400) buffer.writeu32(b, offset, scaled_time) offset = offset + 4 end return buffer.tostring(b) end, }, AnimationNodeDefinition = { InputPinData = function(instance) local input_pins = instance:GetInputPins() local input_pins_n = #input_pins if input_pins_n == 0 then return "\1\0\0\0\0\0\0\0" end local buffer_size = 8 for _, pin in next, input_pins do buffer_size = buffer_size + (4 + #pin) end local b = buffer.create(buffer_size) buffer.writeu32(b, 0, 1) -- ? [CONSTANT] Version byte (likely) buffer.writeu32(b, 4, input_pins_n) local string__descriptor = Binary_Descriptors["string"] local offset = 8 for _, pin in next, input_pins do local b_pin, pin_size = string__descriptor(pin) buffer.copy(b, offset, b_pin) offset = offset + pin_size end return buffer.tostring(b) end, }, AnimationClip = { GuidBinaryString = function(instance) -- RobloxScriptSecurity local cleanGuid = string.gsub(instance.Guid, "[{}-]", "") local bytes = table.create(16) for i = 1, 32, 2 do local hexByte = string.sub(cleanGuid, i, i + 1) local byte = tonumber(hexByte, 16) table.insert(bytes, string.char(byte)) end return table.concat(bytes) end, }, AnimationRigData = { label = function(instance) local labels = instance:GetLabels() -- RobloxScriptSecurity local labels_n = #labels if labels_n == 0 then return "\1\0\0\0\0\0\0\0" end local b = buffer.create(8 + labels_n * 4) buffer.writeu32(b, 0, 1) -- ? [CONSTANT] Version byte (likely) buffer.writeu32(b, 4, labels_n) local offset = 8 for _, label in next, labels do buffer.writeu32(b, offset, label) offset = offset + 4 end return buffer.tostring(b) end, name = function(instance) local names = instance:GetNames() -- RobloxScriptSecurity local names_n = #names if names_n == 0 then return "\1\0\0\0\0\0\0\0" end local buffer_size = 8 for _, name in next, names do buffer_size = buffer_size + (4 + #name) end local b = buffer.create(buffer_size) buffer.writeu32(b, 0, 1) -- ? [CONSTANT] Version byte (likely) buffer.writeu32(b, 4, names_n) local offset = 8 for _, name in next, names do buffer.writeu32(b, offset, #name) offset = offset + 4 end for _, name in next, names do buffer.writestring(b, offset, name) offset = offset + #name end return buffer.tostring(b) end, parent = function(instance) local parents = instance:GetParents() -- RobloxScriptSecurity local parents_n = #parents if parents_n == 0 then return "\1\0\0\0\0\0\0\0" end local b = buffer.create(8 + #parents * 2) buffer.writeu32(b, 0, 1) -- ? [CONSTANT] Version byte (likely) buffer.writeu32(b, 4, parents_n) local offset = 8 for _, parent in next, parents do buffer.writeu16(b, offset, parent) -- ? likely u8 with \0 (Null) terminators but this is safer in case they overflow beyond 255 values offset = offset + 2 end return buffer.tostring(b) end, postTransform = function(instance) return TransformsSerialize(instance:GetPostTransforms()) -- RobloxScriptSecurity end, preTransform = function(instance) return TransformsSerialize(instance:GetPreTransforms()) -- RobloxScriptSecurity end, transform = function(instance) return TransformsSerialize(instance:GetTransforms()) -- RobloxScriptSecurity end, }, AudioDeviceInput = { AccessList = function(instance) -- CanSave & CanLoad false local userid_accesslist = instance:GetUserIdAccessList() local uid_n = #userid_accesslist if uid_n == 0 then return "" end local b = buffer.create(uid_n * 8) local __writei64 = Binary_Descriptors.__writei64 local offset = 0 for _, user_id in next, userid_accesslist do __writei64(b, offset, user_id) offset = offset + 8 end return buffer.tostring(b) end, }, AudioEmitter = { AngleAttenuation = function(instance) return AttenuationSerialize(instance:GetAngleAttenuation()) end, DistanceAttenuation = function(instance) return AttenuationSerialize(instance:GetDistanceAttenuation()) end, }, AudioListener = { AngleAttenuation = function(instance) return AttenuationSerialize(instance:GetAngleAttenuation()) end, DistanceAttenuation = function(instance) return AttenuationSerialize(instance:GetDistanceAttenuation()) end, }, DebuggerBreakpoint = { line = "Line" }, -- ? This shouldn't appear in live games (try to prove this wrong) BallSocketConstraint = { MaxFrictionTorqueXml = "MaxFrictionTorque" }, BasePart = { Color3uint8 = "Color", MaterialVariantSerialized = "MaterialVariant", size = "Size", }, DoubleConstrainedValue = { value = "Value" }, IntConstrainedValue = { value = "Value" }, -- CustomEvent = {PersistedCurrentValue=function(instance) -- * Class is Deprecated and :SetValue doesn't seem to affect GetCurrentValue anymore -- local Receiver = instance:GetAttachedReceivers()[1] -- if Receiver then -- return Receiver:GetCurrentValue() -- else -- error("No Receiver", 2) -- end -- end}, Terrain = { AcquisitionMethod = "LastUsedModificationMethod", -- ? Not sure, RobloxScriptSecurity MaterialColors = function(instance) -- https://github.com/RobloxAPI/spec/blob/master/properties/MaterialColors.md local TERRAIN_MATERIAL_COLORS = { --https://github.com/rojo-rbx/rbx-dom/blob/master/rbx_dom_lua/src/customProperties.lua#L5 Enum.Material.Grass, Enum.Material.Slate, Enum.Material.Concrete, Enum.Material.Brick, Enum.Material.Sand, Enum.Material.WoodPlanks, Enum.Material.Rock, Enum.Material.Glacier, Enum.Material.Snow, Enum.Material.Sandstone, Enum.Material.Mud, Enum.Material.Basalt, Enum.Material.Ground, Enum.Material.CrackedLava, Enum.Material.Asphalt, Enum.Material.Cobblestone, Enum.Material.Ice, Enum.Material.LeafyGrass, Enum.Material.Salt, Enum.Material.Limestone, Enum.Material.Pavement, } local b = buffer.create(69) -- 69 bytes: 6 reserved + 63 for colors (21 materials * 3 components) local offset = 6 -- 6 reserved bytes local RGB_components = { "R", "G", "B" } for _, material in next, TERRAIN_MATERIAL_COLORS do local color = instance:GetMaterialColor(material) for _, component in next, RGB_components do buffer.writeu8(b, offset, math.floor(color[component] * 255)) -- ? math.floor seems unneeded but it makes it faster offset = offset + 1 end end return buffer.tostring(b) end, }, TriangleMeshPart = { FluidFidelityInternal = "FluidFidelity", }, MeshPart = { InitialSize = "MeshSize" }, PartOperation = { InitialSize = "MeshSize" }, Part = { shape = "Shape" }, TrussPart = { style = "Style" }, FormFactorPart = { formFactorRaw = "FormFactor", }, Fire = { heat_xml = "Heat", size_xml = "Size" }, Humanoid = { Health_XML = "Health", InternalBodyScale = function(instance) -- RobloxScriptSecurity return instance:GetAccessoryHandleScale(instance.Parent.HumanoidRootPart, Enum.BodyPartR15.RootPart) -- It doesn't matter if it errors due to missing HumanoidRootPart, the function just won't be called ever again in such case end, InternalHeadScale = function(instance) -- RobloxScriptSecurity return instance:GetAccessoryHandleScale(instance.Parent.Head, Enum.BodyPartR15.Head).X -- It doesn't matter if it errors due to missing Head, the function just won't be called ever again in such case; X, Y, Z seem to be always equal end, }, HumanoidDescription = { EmotesDataInternal = function(instance) local emotes_data = "" for name, ids in next, instance:GetEmotes() do emotes_data = emotes_data .. name .. "^" .. table.concat(ids, "^") .. "^\\" end return emotes_data end, EquippedEmotesDataInternal = function(instance) local equipped_emotes_data = "" for _, emote in next, instance:GetEquippedEmotes() do equipped_emotes_data = equipped_emotes_data .. emote.Slot .. "^" .. emote.Name .. "\\" end return equipped_emotes_data end, }, LocalizationTable = { Contents = function(instance) return instance:GetContents() --service.HttpService:JSONEncode(instance:GetEntries()) end, }, MaterialService = { Use2022MaterialsXml = "Use2022Materials" }, -- RobloxScriptSecurity VideoPlayer = { PlayingReplicating = "IsPlaying", -- CanSave & CanLoad false }, Model = { Scale = function(instance) -- CanSave & CanLoad false return instance:GetScale() end, ScaleFactor = function(instance) return instance:GetScale() end, WorldPivotData = "WorldPivot", -- TODO This doesn't accurately represent whether optional type property is present or not (it's never nil), gethiddenproperty or gethiddenproperty_fallback is preferred }, PackageLink = { PackageIdSerialize = "PackageId", VersionIdSerialize = "VersionNumber" }, Players = { MaxPlayersInternal = "MaxPlayers", PreferredPlayersInternal = "PreferredPlayers" }, -- ? Only needed for execs that lack LocalUserSecurity (Level 2, 5, 9), even so, it's a pretty useless information as it can be viewed elsewhere StarterPlayer = { AvatarJointUpgrade_Serialized = "AvatarJointUpgrade" }, Smoke = { size_xml = "Size", opacity_xml = "Opacity", riseVelocity_xml = "RiseVelocity" }, Sound = { xmlRead_MinDistance_3 = "RollOffMinDistance", -- * Also MinDistance xmlRead_MaxDistance_3 = "RollOffMaxDistance", -- * Also MaxDistance }, ViewportFrame = { CameraCFrame = function(instance) local CurrentCamera = instance.CurrentCamera return CurrentCamera and CurrentCamera.CFrame or CFrame.identity end, CameraFieldOfView = function(instance) local CurrentCamera = instance.CurrentCamera return math.rad(CurrentCamera and CurrentCamera.FieldOfView or 70) end, }, WeldConstraint = { CFrame0 = function(instance) -- Assuming CFrame1 is the same just with Part1 -> Part0 local Part0, Part1 = instance.Part0, instance.Part1 return Part0 and Part1 and Part0.CFrame:ToObjectSpace(Part1.CFrame) or CFrame.identity end, Part0Internal = "Part0", Part1Internal = "Part1", State = function(instance) return __COUNT_BITS(instance.Enabled, instance.Active) end, }, Workspace = { -- SignalBehavior2 = "SignalBehavior", -- * Both are NotScriptable so it doesn't make sense to keep CollisionGroupData = function() local collision_groups = game:GetService("PhysicsService"):GetRegisteredCollisionGroups() local col_groups_n = #collision_groups if col_groups_n == 0 then return "\1\0" end local buffer_size = 2 -- Initial size for _, group in next, collision_groups do buffer_size = buffer_size + (7 + #group.name) end local b = buffer.create(buffer_size) buffer.writeu8(b, 0, 1) -- ? [CONSTANT] Version byte (likely) buffer.writeu8(b, 1, col_groups_n) -- Group count local TypeID_int32 = attr_Type_IDs["int32"] local offset = 2 for i, group in next, collision_groups do local name, id, mask = group.name, i - 1, group.mask local name_len = #name buffer.writeu8(b, offset, id) -- ID offset = offset + 1 buffer.writeu8(b, offset, TypeID_int32) -- ? Type ID for int32 (0x04) offset = offset + 1 buffer.writei32(b, offset, mask) -- Mask value as signed 32-bit integer offset = offset + 4 buffer.writeu8(b, offset, name_len) -- Name length offset = offset + 1 buffer.writestring(b, offset, name) -- Name offset = offset + name_len end return buffer.tostring(b) end, }, } for _, enum_item in next, Enum.Material:GetEnumItems() do NotScriptableFixes.MaterialService[enum_item.Name .. "Name"] = function(instance) return instance:GetBaseMaterialOverride(enum_item) end end local function FetchAPI() -- Credits @MaximumADHD local API_Dump local ok, err = pcall(function() if EXECUTOR_NAME == "Velocity" then -- TODO Temp fix as it crashes on HttpGet for sites that return 403 code return end local CLIENT_VERSION_str = tostring(CLIENT_VERSION) local ok, result = pcall(readfile, CLIENT_VERSION_str) if ok and result and result ~= "" and pcall(service.HttpService.JSONDecode, service.HttpService, result) then API_Dump = result return end local matching_versions, is_matched = {} -- * https://setup.rbxcdn.com/versionQTStudio seems to be a bit behind DeployHistory.txt local DeployHistory = string.split(game:HttpGet("https://setup.rbxcdn.com/DeployHistory.txt", true), "\n") for i = #DeployHistory, 1, -1 do local line = DeployHistory[i] local file_version = string.match(line, "file version: ([%d, ]+)") if file_version then if string.split(file_version, ", ")[2] == CLIENT_VERSION_str then is_matched = true local version_hash = string.match(line, "(version%-[^%s]+)") if version_hash then matching_versions[version_hash] = true end elseif is_matched then break end end end for version_hash in next, matching_versions do ok, result = pcall( game.HttpGet, game, "https://setup.rbxcdn.com/" .. version_hash .. "-Full-API-Dump.json", true ) if ok then local o, r = pcall(service.HttpService.JSONDecode, service.HttpService, result) if o then API_Dump = service.HttpService:JSONEncode(r.Classes) -- minify it break end end end if writefile then writefile(CLIENT_VERSION_str, API_Dump) end end) if not ok or not API_Dump then warn("[DEBUG] Failed to get " .. version() .. " version API Dump, trying latest..") warn("[DEBUG]", err) API_Dump = service.HttpService:JSONEncode( service.HttpService:JSONDecode( game:HttpGet( "https://raw.githubusercontent.com/MaximumADHD/Roblox-Client-Tracker/roblox/Mini-API-Dump.json", true ) ).Classes ) end local classList = {} local tmp_classDict = {} local ClassesWhitelist, ClassesBlacklist = ClassPropertyExceptions.Whitelist, ClassPropertyExceptions.Blacklist local API_Dump_Decoded = service.HttpService:JSONDecode(API_Dump) -- First pass (prep) for _, API_Class in next, API_Dump_Decoded do local ClassName = API_Class.Name local props = {} for _, Member in next, API_Class.Members do local MemberType = Member.MemberType if MemberType == "Property" or MemberType == "Function" then props[Member.Name] = { ValueType = MemberType == "Property" and Member.ValueType.Name, MemberType = MemberType, -- Serialization = Member.Serialization, } end end tmp_classDict[ClassName] = props end -- Second pass (actual) for _, API_Class in next, API_Dump_Decoded do local ClassProperties, ClassProperties_size = {}, 1 local Class = { Properties = ClassProperties, Superclass = API_Class.Superclass, -- Tags = {}, NotCreatable = nil, } local ClassName = API_Class.Name local ClassTags = API_Class.Tags if ClassTags then local Tags = ArrayToDict(ClassTags, nil, nil, "string") -- Class.Tags = Tags -- or {} Class.NotCreatable = Tags.NotCreatable Class.Service = Tags.Service end local NotScriptableFixClass = NotScriptableFixes[ClassName] -- ? Check 96ea8b2a755e55a78aedb55a7de7e83980e11077 commit - If a NotScriptableFix is needed that relies on another NotScriptable Property (which doesn't really make sense in the first place) local ClassWhitelist, ClassBlacklist = ClassesWhitelist[ClassName], ClassesBlacklist[ClassName] for _, Member in next, API_Class.Members do local __DARKLUA_CONTINUE_42 = false repeat -- ? print(game:GetService("ReflectionService"):GetPropertyNames("TextBox")) if Member.MemberType == "Property" then local Serialization = Member.Serialization if Serialization.CanLoad then -- If Roblox doesn't save it why should we; If Roblox doesn't load it we don't need to save it --[[ -- ! CanSave replaces "Tags.Deprecated" check because there are some old properties which are deprecated yet have CanSave. Example: Humanoid.Health is CanSave false due to Humanoid.Health_XML being CanSave true (obsolete properties basically) - in this case both of them will Load. (aka PropertyPatches) CanSave being on same level as CanLoad also fixes potential issues with overlapping properties like Color, Color3 & Color3uint8 of BasePart, out of which only Color3uint8 should save This also fixes everything in IgnoreClassProperties automatically without need to hardcode :) A very simple fix for many problems that saveinstance scripts encounter! --]] local PropertyName = Member.Name if (Serialization.CanSave or ClassWhitelist and ClassWhitelist[PropertyName]) and not (ClassBlacklist and ClassBlacklist[PropertyName]) then local MemberTags = Member.Tags local ValueType = Member.ValueType local ValueType_Name = ValueType.Name if 645 <= CLIENT_VERSION and ValueType_Name == "Content" then -- TODO: Remove after Roblox adds a descriptor for it __DARKLUA_CONTINUE_42 = true break end local Special, PreferredDescriptorName if MemberTags then for _, tag in next, MemberTags do if type(tag) == "table" then PreferredDescriptorName = tag.PreferredDescriptorName if PreferredDescriptorName and Special then break end elseif tag == "NotScriptable" then Special = true if PreferredDescriptorName then break end end end end local preferredDescriptorProp if PreferredDescriptorName then preferredDescriptorProp = tmp_classDict[ClassName][PreferredDescriptorName] if -- Prevents type mismatch preferredDescriptorProp == nil or ( preferredDescriptorProp.MemberType == "Property" and ValueType_Name ~= preferredDescriptorProp.ValueType ) then -- For ex. (if they were notscriptable) CollisionGroupId (int) -> CollisionGroup (string) PreferredDescriptorName = nil end end -- if not Special then local Property = { Name = PropertyName, Category = ValueType.Category, -- Default = Member.Default, -- Tags = MemberTags, ValueType = ValueType_Name, Special = Special, CanRead = nil, } if string.sub(ValueType_Name, 1, 8) == "Optional" then -- Extract the string after "Optional" Property.Optional = string.sub(ValueType_Name, 9) end local NotScriptableFix = NotScriptableFixClass and NotScriptableFixClass[PropertyName] local accessFunc = PreferredDescriptorName and ( preferredDescriptorProp.MemberType == "Property" and function(instance) return instance[PreferredDescriptorName] end or function(instance) -- Assume MemberType is "Function" return instance[PreferredDescriptorName](instance) end ) Property.Fallback = NotScriptableFix and (type(NotScriptableFix) == "function" and NotScriptableFix or accessFunc and function( instance ) local o, r = pcall(accessFunc, instance) if o then return r end return instance[NotScriptableFix] end or function(instance) return instance[NotScriptableFix] end) or accessFunc ClassProperties[ClassProperties_size] = Property ClassProperties_size = ClassProperties_size + 1 -- end end end end __DARKLUA_CONTINUE_42 = true until true if not __DARKLUA_CONTINUE_42 then break end end classList[ClassName] = Class end return classList end local ok, result = pcall(FetchAPI) if ok then ClassList = result else warn("Failed to load the API Dump") warn(result) return end end local GLOBAL_ENV = getgenv and getgenv() or _G or shared --[=[ @class SynSaveInstance Represents the options for saving instances with custom settings using the synsaveinstance function. ]=] --- @interface CustomOptions table --- * Structure of the main CustomOptions table. --- * Note: Options are case-insensitive, meaning you could type `NilInstances` option as `nilInStaNces` and it would still be valid. --- @within SynSaveInstance --- @field __DEBUG_MODE boolean -- This will print debug logs to console about unusual scenarios. Recommended to enable if you wish to help us improve our products and find bugs / issues with it! ___Default:___ false --- @field ReadMe boolean --___Default:___ true --- @field SafeMode boolean -- Kicks you before Saving, which prevents you from being detected in any game. ___Default:___ false --- @field ShutdownWhenDone boolean -- Shuts the game down after saveinstance is finished. ___Default:___ false --- @field AntiIdle boolean -- Prevents the 20-minute-Idle Kick. ___Default:___ true --- .Anonymous {boolean|table{UserId = string, Name = string}} -- * **RISKY:** Cleans the file of any info related to your account like: Name, UserId. This is useful for some games that might store that info in GUIs or other Instances. Might potentially mess up parts of strings that contain characters that match your Name or parts of numbers that match your UserId. Can also be a table with UserId & Name keys. ___Default:___ false --- @field ShowStatus boolean -- ___Default:___ true --- @field Callback function -- If set, the serialized data will be sent to the callback function instead of to file. ___Default:___ false --- @field mode string -- Valid modes: full, optimized, scripts. Change this to invalid mode like "invalid" if you only want ExtraInstances. "optimized" mode is **NOT** supported with *@Object* option. ___Default:___ `"optimized"` --- @field noscripts boolean -- ___Aliases:___ `Decompile`. ___Default:___ false --- @field scriptcache boolean -- ___Default:___ true --- @field decomptype string -- * Deprecated. ___Default:___ Uses your executor's decompiler, if available. --- @field timeout number -- If the decompilation run time exceeds this value it gets cancelled. Set to -1 to disable timeout (unreliable). ***Aliases***: `DecompileTimeout`. ___Default:___ 10 --- @field DecompileJobless boolean -- Includes already decompiled code in the output. No new scripts are decompiled. ___Default:___ false --- @field SaveBytecode boolean -- Includes bytecode in the output. Useful if you wish to be able to decompile it yourself later. ___Default:___ false --- .DecompileIgnore {Instance | Instance.ClassName | [Instance.ClassName] = {Instance.Name}} -- * Ignores match & it's descendants by default. To Ignore only the instance itself set the value to `= false`. Examples: "Chat", - Matches any instance with "Chat" ClassName, Players = {"MyPlayerName"} - Matches "Players" Class AND "MyPlayerName" Name ONLY, `workspace` - matches Instance by reference, `[workspace] = false` - matches Instance by reference and only ignores the instance itself and not it's descendants. ___Default:___ {TextChatService} --- .IgnoreList {Instance | Instance.ClassName | [Instance.ClassName] = {Instance.Name}} -- Structure is similar to **@DecompileIgnore** except `= false` meaning if you ignore one instance it will automatically ignore it's descendants. ___Default:___ {CoreGui, CorePackages} --- .ExtraInstances {Instance} -- If used with any invalid mode (like "invalidmode") it will only save these instances. ___Default:___ {} --- @field IgnoreProperties table -- Ignores properties by Name. ___Default:___ {} --- @field SaveCacheInterval number -- The less the value the more often it saves, but that would mean less performance due to constantly saving. ___Default:___ 0x1600 * 10 --- @field FilePath string -- Must only contain the name of the file, no file extension. ___Default:___ false --- @field AvoidFileOverwrite boolean -- Prevents writing to place file that already exists. ___Default:___ true --- @field Object Instance -- * If provided, saves as .rbxmx (Model file) instead. If Object is game, it will be saved as a .rbxl file. **MUST BE AN INSTANCE REFERENCE, FOR EXAMPLE - *game.Workspace***. `"optimized"` mode is **NOT** supported with this option. If IsModel is set to false then Object specified here will be saved as a place file. ___Default:___ false --- @field IsModel boolean -- If Object is specified then sets to true automatically, unless you set it to false. ___Default:___ false --- @field NilInstances boolean -- Save instances that aren't Parented (Parented to nil). ___Default:___ false --- .NilInstancesFixes {[Instance.ClassName] = function} -- * This can cause some Classes to be fixed even though they might not need the fix (better be safe than sorry though). For example, Bones inherit from Attachment if we dont define them in the NilInstancesFixes then this will catch them anyways. **TO AVOID THIS BEHAVIOR USE THIS EXAMPLE:** {ClassName_That_Doesnt_Need_Fix = false}. ___Default:___ {Animator = function, AdPortal = function, BaseWrap = function, Attachment = function} --- @field IgnoreDefaultProperties boolean -- Ignores default properties during saving. ___Default:___ true --- @field IgnoreNotArchivable boolean -- Ignores the Archivable property and saves Non-Archivable instances. ___Default:___ true --- @field IgnorePropertiesOfNotScriptsOnScriptsMode boolean -- Ignores property of every instance that is not a script in "scripts" mode. ___Default:___ false --- @field IgnoreSpecialProperties boolean -- Prevents calls to `gethiddenproperty` and uses fallback methods instead. This also helps with crashes. If your file is corrupted after saving, you can try turning this on. ___Default:___ false --- @field IsolateLocalPlayer boolean -- Saves Children of LocalPlayer as separate folder and prevents any instance of ClassName Player with .Name identical to LocalPlayer.Name from saving. ___Default:___ false --- @field IsolateStarterPlayer boolean -- If enabled, StarterPlayer will be cleared and the saved starter player will be placed into folders. ___Default:___ false --- @field IsolateLocalPlayerCharacter boolean -- Saves Children of LocalPlayer.Character as separate folder and prevents any instance of ClassName Player with .Name identical to LocalPlayer.Name from saving. ___Default:___ false --- @field RemovePlayerCharacters boolean -- Ignore player characters while saving. (Enables SaveNotCreatable automatically). ___Default:___ true --- @field SaveNotCreatable boolean -- * Includes non-serializable instances as Folder objects (Name is misleading as this is mostly a fix for certain NilInstances and isn't always related to NotCreatable). ___Default:___ false --- .NotCreatableFixes table -- * {"Player"} is the same as {Player = "Folder"}; Format like {SpawnLocation = "Part"} is only to be used when SpawnLocation inherits from "Part" AND "Part" is Creatable. ___Default:___ { "", "Player", "PlayerScripts", "PlayerGui", "TouchTransmitter" } --- @field IsolatePlayers boolean -- * This option does save players, it's just they won't show up in Studio and can only be viewed through the place file code (in text editor). More info at https://github.com/luau/UniversalSynSaveInstance/issues/2. ___Default:___ false --- @field AlternativeWritefile boolean -- * Splits file content string into segments and writes them using appendfile. This might help with crashes when it starts writing to file. Though there is a risk of appendfile working incorrectly on some executors. ___Default:___ true --- @field IgnoreDefaultPlayerScripts boolean -- * **RISKY: Ignores Default PlayerScripts like PlayerModule & RbxCharacterSounds. Prevents crashes on certain Executors. ___Default:___ true --- @field IgnoreSharedStrings boolean -- * **RISKY: FIXES CRASHES (TEMPORARY, TESTED ON ROEXEC ONLY). FEEL FREE TO DISABLE THIS TO SEE IF IT WORKS FOR YOU**. ___Default:___ true --- @field SharedStringOverwrite boolean -- * **RISKY:** if the process is not finished aka crashed then none of the affected values will be available. SharedStrings can also be used for ValueTypes that aren't `SharedString`, this behavior is not documented anywhere but makes sense (Could create issues though, due to _potential_ ValueType mix-up, only works on certain types which are all base64 encoded so far). Reason: Allows for potential smaller file size (can also be bigger in some cases). ___Default:___ false --- @field TreatUnionsAsParts boolean -- * **RISKY:** Converts all UnionOperations to Parts. Useful if your Executor isn't able to save (read) Unions, because otherwise they will be invisible. ___Default:___ false (except Solara) --- @interface OptionsAliases --- @within SynSaveInstance --- Aliases for the [SynSaveInstance.CustomOptions table]. Format: {Option -- Alias1, Alias2} --- @field FilePath string -- FileName --- @field IgnoreDefaultProperties string -- IgnoreDefaultProps --- @field SaveNotCreatable string -- SaveNonCreatable --- @field InstancesBlacklist string -- IgnoreList --- @field IsolatePlayerGui string -- IsolateLocalPlayer --- @field IsolatePlayers string -- SavePlayers --- @field scriptcache string -- DecompileJobless --- @field timeout string -- DecompileTimeout --- @field IgnoreNotArchivable string -- IgnoreArchivable --- @field RemovePlayerCharacters string -- INVERSE SavePlayerCharacters --[=[ @function saveinstance Saves instances with specified options. Example: ```lua local Params = { RepoURL = "https://raw.githubusercontent.com/luau/UniversalSynSaveInstance/main/", SSI = "saveinstance", } local synsaveinstance = loadstring(game:HttpGet(Params.RepoURL .. Params.SSI .. ".luau", true), Params.SSI)() local CustomOptions = { SafeMode = true, timeout = 15, SaveBytecode = true } synsaveinstance(CustomOptions) ``` @within SynSaveInstance @yields @param Parameter_1 variant> -- Can either be [SynSaveInstance.CustomOptions table] or a filled with instances ({Instance}), (then it will be treated as ExtraInstances with an invalid mode and IsModel will be true). @param Parameter_2 table -- [OPTIONAL] If present, then Parameter_2 will be assumed to be [SynSaveInstance.CustomOptions table]. And then if the Parameter_1 is an Instance, then it will be assumed to be [SynSaveInstance.CustomOptions table].Object. If Parameter_1 is a table filled with instances ({Instance}), then it will be assumed to be [SynSaveInstance.CustomOptions table].ExtraInstances and IsModel will be true). This exists for sake compatibility with `saveinstance(game, {})` ]=] local function synsaveinstance(CustomOptions, CustomOptions2) if GLOBAL_ENV.USSI then return end GLOBAL_ENV.USSI = true do local setthreadidentity = global_container.setthreadidentity if setthreadidentity then pcall(setthreadidentity, 8) -- ? Arceus X Fix end end local currentstr, currentsize, totalsize, chunks = "", 0, 0, table.create(1) local savebuffer, savebuffer_size = {}, 1 local header = '' local StatusText local OPTIONS = { mode = "optimized", noscripts = false, scriptcache = true, -- decomptype = "", timeout = 10, -- * New: __DEBUG_MODE = false, -- Binary = false, -- true in syn newer versions (false in our case because no binary support yet), Description: Saves everything in Binary Mode (rbxl/rbxm). Callback = false, --Clipboard/CopyToClipboard = false, -- Description: If set to true, the serialized data will be set to the clipboard, which can be later pasted into studio easily. Useful for saving models. (Binary Only) -- MaxThreads = 3 -- Description: The number of decompilation threads that can run at once. More threads means it can decompile for scripts at a time. -- DisableCompression = false, --Description: Disables compression in the binary output DecompileJobless = false, DecompileIgnore = { -- * Clean these up (merged Old Syn and New Syn) -- "Chat", "TextChatService", ModuleScript = nil, }, IgnoreDefaultPlayerScripts = true, SaveBytecode = false, IgnoreProperties = {}, IgnoreList = { "CoreGui", "CorePackages" }, ExtraInstances = {}, NilInstances = false, NilInstancesFixes = {}, SaveCacheInterval = 0x1600 * 10, ShowStatus = true, SafeMode = false, ShutdownWhenDone = false, AntiIdle = true, Anonymous = false, ReadMe = true, FilePath = false, AvoidFileOverwrite = true, Object = false, IsModel = false, IgnoreDefaultProperties = true, IgnoreNotArchivable = true, IgnorePropertiesOfNotScriptsOnScriptsMode = false, IgnoreSpecialProperties = ArrayToDict({ "Fluxus", "Delta", "Solara" })[EXECUTOR_NAME] or false, -- ! Please submit more Executors that crash on gethiddenproperty (with this disabled basically) IsolateLocalPlayer = false, -- #service.StarterGui:GetChildren() == 0 IsolateLocalPlayerCharacter = false, IsolatePlayers = false, IsolateStarterPlayer = false, RemovePlayerCharacters = true, SaveNotCreatable = false, NotCreatableFixes = { -- "InputObject", -- "LodDataEntity", -- "Path", "", -- * FilteredSelection "AdvancedDragger", "AnimationTrack", "Dragger", "Player", "PlayerGui", "PlayerMouse", "PlayerMouse", "PlayerScripts", "ScreenshotHud", "StudioData", "TextChatMessage", "TextSource", "TouchTransmitter", "Translator", CloudLocalizationTable = "LocalizationTable", Platform = "Part", Status = "Model", -- gets created by studio automatically usually so there will be duplicates due to this -- CoreScript = "Script", -- useless -- ChatWindowMessageProperties = "TextChatMessageProperties", -- ? Not needed as this can be derived with ChatWindowConfiguration.DeriveNewMessageProperties }, -- ! Risky IgnoreSharedStrings = EXECUTOR_NAME ~= "Wave", SharedStringOverwrite = false, TreatUnionsAsParts = EXECUTOR_NAME == "Solara", -- TODO Temporary true (once removed, remove Note from docs too) AlternativeWritefile = not ArrayToDict({ "WRD", "Xeno", "Zorara" })[EXECUTOR_NAME], OptionsAliases = { -- You can't really modify these as a user DecompileTimeout = "timeout", FileName = "FilePath", IgnoreArchivable = "IgnoreNotArchivable", IgnoreDefaultProps = "IgnoreDefaultProperties", InstancesBlacklist = "IgnoreList", IsolatePlayerGui = "IsolateLocalPlayer", SaveNonCreatable = "SaveNotCreatable", SavePlayers = "IsolatePlayers", }, } local OPTIONS_lowercase, CustomOptions_valid = {}, {} for option_name in next, OPTIONS do local option_name_lowercase = string.lower(option_name) if OPTIONS_lowercase[option_name_lowercase] then warn("DUPLICATE OPTION", option_name) else OPTIONS_lowercase[option_name_lowercase] = option_name end end for option_alias, option_name in next, OPTIONS.OptionsAliases do local option_name_lowercase = string.lower(option_alias) if OPTIONS_lowercase[option_name_lowercase] then warn("DUPLICATE ALIAS", option_alias) else OPTIONS_lowercase[option_name_lowercase] = option_name end end do -- * Load Settings local function construct_NilinstanceFix(Name, ClassName, Separate) return function(instance, instancePropertyOverrides) local Exists if not Separate then Exists = OPTIONS.NilInstancesFixes[Name] end local Fix local DoesntExist = not Exists if DoesntExist then Fix = Instance.new(ClassName) if not Separate then OPTIONS.NilInstancesFixes[Name] = Fix end -- Fix.Name = Name instancePropertyOverrides[Fix] = { __SaveSpecific = true, __Children = { instance }, Properties = { Name = Name } } else Fix = Exists table.insert(instancePropertyOverrides[Fix].__Children, instance) end -- InstancesOverrides[instance].Parent = AnimationController if DoesntExist then return Fix end end end -- TODO: Merge BaseWrap & Attachment & AdPortal fix (put all under MeshPart container) -- TODO?: -- DebuggerWatch DebuggerWatch must be a child of ScriptDebugger -- PluginAction Parent of PluginAction must be Plugin or PluginMenu that created it! OPTIONS.NilInstancesFixes.Animator = construct_NilinstanceFix( "Animator has to be placed under Humanoid or AnimationController", "AnimationController" ) OPTIONS.NilInstancesFixes.AdPortal = construct_NilinstanceFix("AdPortal must be parented to a Part", "Part") OPTIONS.NilInstancesFixes.Attachment = construct_NilinstanceFix("Attachments must be parented to a BasePart or another Attachment", "Part") -- * Bones inherit from Attachments OPTIONS.NilInstancesFixes.BaseWrap = construct_NilinstanceFix("BaseWrap must be parented to a MeshPart", "MeshPart") OPTIONS.NilInstancesFixes.PackageLink = construct_NilinstanceFix("Package already has a PackageLink", "Folder", true) if CustomOptions2 and type(CustomOptions2) == "table" then local tmp = CustomOptions local Type = typeof(tmp) CustomOptions = CustomOptions2 if Type == "Instance" then CustomOptions.Object = tmp elseif Type == "table" and typeof(tmp[1]) == "Instance" then CustomOptions.ExtraInstances = tmp OPTIONS.IsModel = true end end local Type = typeof(CustomOptions) if Type == "table" then if typeof(CustomOptions[1]) == "Instance" then OPTIONS.mode = "invalidmode" OPTIONS.ExtraInstances = CustomOptions OPTIONS.IsModel = true CustomOptions = {} else for key, value in next, CustomOptions do local option = OPTIONS_lowercase[string.lower(key)] if option then OPTIONS[option] = value CustomOptions_valid[option] = true end end local Decompile = CustomOptions.Decompile if Decompile ~= nil then OPTIONS.noscripts = not Decompile end local SavePlayerCharacters = CustomOptions.SavePlayerCharacters if SavePlayerCharacters ~= nil then OPTIONS.RemovePlayerCharacters = not SavePlayerCharacters end local RemovePlayers = CustomOptions.RemovePlayers if RemovePlayers ~= nil then OPTIONS.IsolatePlayers = not RemovePlayers end end elseif Type == "Instance" then OPTIONS.mode = "invalidmode" OPTIONS.Object = CustomOptions CustomOptions = {} else CustomOptions = {} end end if not writefile and not OPTIONS.Callback then -- appendfile could be used a fallback but what kind of exec has appendfile without writefile local function coreCall(method, ...) local StarterGui = service.StarterGui method = StarterGui[method] if not method then return end for _ = 1, 10 do -- maxtries local success, result = pcall(method, StarterGui, ...) if success then return result end task.wait(1) end end local text = 'Function "writefile" is NOT available\nUse the Option "Callback" instead for now (check docs)' coreCall("SetCore", "SendNotification", { Title = "SAVEINSTANCE ERROR", Text = text, Duration = 15, Icon = "rbxassetid://9072920609", }) coreCall("SetCore", "SendNotification", { Title = "SAVEINSTANCE ERROR", Text = "Please ask your executor's developers to add writefile", Duration = 15, Icon = "rbxassetid://9072920609", }) warn(text) GLOBAL_ENV.USSI = nil return end if OPTIONS.IgnoreDefaultPlayerScripts then -- TODO This is a bad workaround, find a better automatic way -- TODO Look into https://robloxapi.github.io/ref/class/LuaSourceContainer.html#member-isPlayerScript local DecompileIgnore = OPTIONS.DecompileIgnore local default_scripts = ArrayToDict({ ModuleScript = { "PlayerModule" }, LocalScript = { "BubbleChat", "ChatScript", "PlayerScriptsLoader", "RbxCharacterSounds", }, }, true) local function ignorePath(path) if path then for _, child in next, path:GetChildren() do local class_match = default_scripts[child.ClassName] if class_match then local name_match = class_match[child.Name] if name_match then table.insert(DecompileIgnore, child) end end end end end ignorePath(service.StarterPlayer:FindFirstChildOfClass("StarterPlayerScripts")) local LocalPlayer = service.Players.LocalPlayer if LocalPlayer then ignorePath(LocalPlayer:FindFirstChildOfClass("PlayerScripts")) end end local InstancesOverrides = {} local DecompileIgnore, IgnoreList, IgnoreProperties, NotCreatableFixes = ArrayToDict(OPTIONS.DecompileIgnore, true), ArrayToDict(OPTIONS.IgnoreList, true), ArrayToDict(OPTIONS.IgnoreProperties), ArrayToDict(OPTIONS.NotCreatableFixes, true, "Folder") local __DEBUG_MODE = OPTIONS.__DEBUG_MODE if __DEBUG_MODE and type(__DEBUG_MODE) ~= "function" then __DEBUG_MODE = warn end local FilePath = OPTIONS.FilePath local SaveCacheInterval = OPTIONS.SaveCacheInterval local ToSaveInstance = OPTIONS.Object local IsModel = OPTIONS.IsModel if ToSaveInstance and CustomOptions.IsModel == nil then IsModel = true end local IgnoreDefaultProperties = OPTIONS.IgnoreDefaultProperties local IgnoreNotArchivable = not OPTIONS.IgnoreNotArchivable local IgnorePropertiesOfNotScriptsOnScriptsMode = OPTIONS.IgnorePropertiesOfNotScriptsOnScriptsMode local old_gethiddenproperty if OPTIONS and gethiddenproperty then old_gethiddenproperty = gethiddenproperty gethiddenproperty = nil end local SaveNotCreatable = OPTIONS.SaveNotCreatable local TreatUnionsAsParts = OPTIONS.TreatUnionsAsParts local DecompileJobless = OPTIONS.DecompileJobless if DecompileJobless then OPTIONS.scriptcache = true end local ScriptCache = OPTIONS.scriptcache and getscriptbytecode local Timeout = OPTIONS.timeout local IgnoreSharedStrings = OPTIONS.IgnoreSharedStrings local SharedStringOverwrite = OPTIONS.SharedStringOverwrite local ldeccache = GLOBAL_ENV.scriptcache local DecompileIgnoring, ToSaveList, ldecompile, placename, elapse_t, SaveNotCreatableWillBeEnabled, RecoveredScripts if OPTIONS.ReadMe then RecoveredScripts = {} end if ScriptCache and not ldeccache then ldeccache = {} GLOBAL_ENV.scriptcache = ldeccache end if ToSaveInstance == game then OPTIONS.mode = "full" ToSaveInstance = nil IsModel = nil end local function isLuaSourceContainer(instance) return instance:IsA("LuaSourceContainer") end do local mode = string.lower(OPTIONS.mode) local tmp = table.clone(OPTIONS.ExtraInstances) local PlaceName = game.PlaceId pcall(function() PlaceName = PlaceName .. " " .. service.MarketplaceService:GetProductInfo(PlaceName).Name end) local function sanitizeFileName(str) return string.sub(string.gsub(string.gsub(string.gsub(str, "[^%w _]", ""), " +", " "), " +$", ""), 1, 240) end if ToSaveInstance then if mode == "optimized" then -- ! NOT supported with Model file mode mode = "full" end for _, key in next, { "IsolateLocalPlayer", "IsolateLocalPlayerCharacter", "IsolatePlayers", "IsolateStarterPlayer", "NilInstances", } do if CustomOptions_valid[key] == nil then OPTIONS[key] = false end end end local filetype = IsModel and ".rbxmx" or ".rbxlx" if FilePath then placename = FilePath elseif IsModel then placename = sanitizeFileName("model " .. PlaceName .. " " .. (ToSaveInstance or tmp[1] or game):GetFullName()) else placename = sanitizeFileName("place " .. PlaceName) end if OPTIONS.AvoidFileOverwrite and isfile then local counter = 0 local temp = placename while isfile(temp .. filetype) do counter = counter + 1 temp = placename .. "(" .. counter .. ")" end placename = temp .. filetype else placename = placename .. filetype end if GLOBAL_ENV[placename] then -- warn("UniversalSynSaveInstance is already saving to this file") return end GLOBAL_ENV[placename] = true GLOBAL_ENV.USSI = nil if mode ~= "scripts" then IgnorePropertiesOfNotScriptsOnScriptsMode = nil end local TempRoot = ToSaveInstance or game if mode == "full" then if not ToSaveInstance then local Children = TempRoot:GetChildren() if 0 < #Children then local tmp_dict = ArrayToDict(tmp) for _, child in next, Children do if not tmp_dict[child] then table.insert(tmp, child) end end end end elseif mode == "optimized" then -- ! Incompatible with .rbxmx (Model file) mode -- if IsolatePlayers then -- table.insert(_list_0, "Players") -- end local tmp_dict = ArrayToDict(tmp) for _, serviceName in next, { "Workspace", "Players", "Lighting", "MaterialService", "ReplicatedFirst", "ReplicatedStorage", "ServerScriptService", -- LoadStringEnabled property (doesn't replicate); Just in case "ServerStorage", -- Just in case "StarterGui", "StarterPack", "StarterPlayer", "Teams", "SoundService", "Chat", "TextChatService", "LocalizationService", -- For LocalizationTables -- "InsertService", "JointsService", -- "TestService", -- "VoiceChatService", } do local _service = game:FindService(serviceName) if _service and not tmp_dict[_service] then table.insert(tmp, _service) end end elseif mode == "scripts" then -- TODO: Only save paths that lead to scripts (nothing else) -- Currently saves paths along with children of each tree local unique = {} for _, instance in next, TempRoot:GetDescendants() do if isLuaSourceContainer(instance) then local Parent = instance.Parent while Parent and Parent ~= TempRoot do instance = instance.Parent Parent = instance.Parent end if Parent then unique[instance] = true end end end for instance in next, unique do table.insert(tmp, instance) end end ToSaveList = tmp if ToSaveInstance then table.insert(ToSaveList, 1, ToSaveInstance) end end local IsolateLocalPlayer = OPTIONS.IsolateLocalPlayer local IsolateLocalPlayerCharacter = OPTIONS.IsolateLocalPlayerCharacter local IsolatePlayers = OPTIONS.IsolatePlayers local IsolateStarterPlayer = OPTIONS.IsolateStarterPlayer local NilInstances = OPTIONS.NilInstances if NilInstances and enablenilinstances then -- ? Solara fix enablenilinstances() end local function get_size_format() local Size -- local totalsize = #totalstr for i, unit in next, { "B", "KB", "MB", "GB", "TB", } do if totalsize < 0x400 ^ i then Size = math.floor(totalsize / (0x400 ^ (i - 1)) * 10) / 10 .. " " .. unit break end end return Size end local RunService = service.RunService local function wait_for_render() RunService.RenderStepped:Wait() end local Loading local function run_with_loading(text, keepStatus, waitForRender, taskFunction, ...) local previousStatus if StatusText then if keepStatus then previousStatus = StatusText.Text end Loading = task.spawn(function() local spinner_count = 0 local chars = { "|", "/", "—", "\\" } local chars_size = #chars local function getLoadingText() spinner_count = spinner_count + 1 if chars_size < spinner_count then spinner_count = 1 end return chars[spinner_count] end text = text .. " " while true do StatusText.Text = text .. getLoadingText() task.wait(0.25) end end) if waitForRender then wait_for_render() end end local result = { taskFunction(...) } if Loading then task.cancel(Loading) Loading = nil if previousStatus then StatusText.Text = previousStatus end end return unpack(result) end local function construct_TimeoutHandler(timeout, f, timeout_ret) return timeout < 0 and function(script) return pcall(f, script) end or function(script) -- TODO Ideally use ... (vararg) instead of `script` in case this is reused for something other than `decompile` & `getscriptbytecode` local thread = coroutine.running() local timeoutThread, isCancelled timeoutThread = task.delay(timeout, function() isCancelled = true -- TODO task.cancel coroutine.resume(thread, nil, timeout_ret) end) task.spawn(function() local ok, result = pcall(f, script) if isCancelled then return end task.cancel(timeoutThread) while coroutine.status(thread) ~= "suspended" do task.wait() end coroutine.resume(thread, ok, result) end) return coroutine.yield() end end local getbytecode if getscriptbytecode then getbytecode = construct_TimeoutHandler(3, getscriptbytecode) -- ? Solara fix end local SaveBytecode if OPTIONS.SaveBytecode and getscriptbytecode then SaveBytecode = function(script) local s, bytecode = getbytecode(script) if s and bytecode and bytecode ~= "" then return "-- Bytecode (Base64):\n-- " .. base64encode(bytecode) .. "\n\n" end end end do local Decompiler = decompile if OPTIONS.noscripts then ldecompile = function() return "-- Decompiling is disabled" end elseif Decompiler then local decomp = construct_TimeoutHandler(Timeout, Decompiler, "Decompiler timed out") ldecompile = function(script) -- local name = scr.ClassName .. scr.Name local bytecode if ScriptCache then local s s, bytecode = getbytecode(script) local cached if s then if not bytecode or bytecode == "" then return "-- The Script is Empty" end cached = ldeccache[bytecode] else bytecode = nil end if cached then if __DEBUG_MODE then __DEBUG_MODE("Found in Cache", script:GetFullName()) end return cached end else if DecompileJobless then return "-- Not found in already decompiled ScriptCache" end -- task.wait() -- TODO Maybe remove? end local ok, result = run_with_loading("Decompiling " .. script.Name, true, nil, decomp, script) if not result then ok, result = false, "Empty Output" end local output if ok then result = string.gsub(result, "\0", "\\0") -- ? Some decompilers sadly output \0 which prevents files from opening output = result else output = "--[[ Failed to decompile. Reason:\n" .. (result or "") .. "\n]]" end if ScriptCache and bytecode then -- TODO there might(?) be an edgecase where it manages to decompile (built-in) even though getscriptbytecode failed, and the output won't get cached ldeccache[bytecode] = output -- ? Should we cache even if it timed out? if __DEBUG_MODE then __DEBUG_MODE("Cached", script:GetFullName()) end end return output end else ldecompile = function() return "-- Your Executor does NOT have a Decompiler" end end end local function GetLocalPlayer() return service.Players.LocalPlayer or service.Players:GetPropertyChangedSignal("LocalPlayer"):Wait() or service.Players.LocalPlayer end local function filterLinkedSource(str) local o, r = pcall(service.HttpService.JSONDecode, service.HttpService, str) if o and r.errors then return end return true end local function replaceClassName(instance, InstanceName, ClassName) local InstanceOverride if InstanceName ~= ClassName then -- TODO Compare against default instance instead (TouchTransmitter is called TouchInterest by default) InstanceOverride = InstancesOverrides[instance] if not InstanceOverride then InstanceOverride = { Properties = { Name = "[" .. ClassName .. "] " .. InstanceName } } InstancesOverrides[instance] = InstanceOverride end end return InstanceOverride end local function filterPropVal(result, propertyName, category) -- ? raw == nil thanks to SerializedDefaultAttributes; "can't get value" - due to WriteOnly tag; "Invalid value for enum " - "StreamingPauseMode" (old games probably) Roexec return result == nil or result == "can't get value" or type(result) == "string" and (category == "Enum" or string_find(result, "Unable to get property " .. propertyName)) end local __BREAK = "__BREAK" .. service.HttpService:GenerateGUID(false) local function ReadProperty(instance, property, propertyName, special, category, optional) local raw = __BREAK local InstanceOverride = InstancesOverrides[instance] if InstanceOverride then local PropertiesOverride = InstanceOverride.Properties if PropertiesOverride then local PropertyOverride = PropertiesOverride[propertyName] if PropertyOverride ~= nil then return PropertyOverride end end end local CanRead = property.CanRead if CanRead == false then -- * Skips because we've checked this property before return __BREAK end if special then if gethiddenproperty then local ok, result = pcall(gethiddenproperty, instance, propertyName) if ok then raw = result end if filterPropVal(raw, propertyName, category) then -- * Skip next time we encounter this too perhaps (unless there's a chance for it to be readable on other instance, somehow) if result ~= nil or not optional then if __DEBUG_MODE then __DEBUG_MODE("Filtered", propertyName) end -- Property.Special = false property.CanRead = false end return __BREAK -- ? We skip it because even if we use "" it will just reset to default in most cases, unless it's a string tag for example (same as not being defined) end end else if CanRead then raw = instance[propertyName] else -- Assuming CanRead == nil (untested) local ok, result = pcall(index, instance, propertyName) if ok then raw = result elseif gethiddenproperty then -- ! Be careful with this 'and gethiddenproperty' logic ok, result = pcall(gethiddenproperty, instance, propertyName) if ok then raw = result property.Special = true end end property.CanRead = ok if not ok or filterPropVal(raw, propertyName, category) then return __BREAK end end end return raw end local function ReturnItem(className, instance) return '' -- TODO: Ideally this shouldn't return as well as the line below to close it IF IgnorePropertiesOfNotScriptsOnScriptsMode is Enabled OR If all properties are default (reduces file size by at least 1.4%) end local function ReturnProperty(tag, propertyName, value) return "<" .. tag .. ' name="' .. propertyName .. '">' .. value .. "" end local function ReturnValueAndTag(raw, valueType, descriptor) local value, tag = (descriptor or XML_Descriptors[valueType])(raw) return value, tag or valueType end local function InheritsFix(fixes, className, instance) local Fix = fixes[className] if Fix then return Fix elseif Fix == nil then for class_name, fix in next, fixes do if instance:IsA(class_name) then return fix end end end end local function GetInheritedProps(className) local cached = inherited_properties[className] if cached then return cached end local prop_list = {} local layer = ClassList[className] while layer do local layer_props = layer.Properties table.move(layer_props, 1, #layer_props, #prop_list + 1, prop_list) -- for _, prop in next,layer.Properties do -- prop_list[prop_count] = prop -- ? table.clone is needed for case where .Default is modified -- prop_count += 1 -- end layer = ClassList[layer.Superclass] end inherited_properties[className] = prop_list return prop_list end local CHUNK_LIMIT = 200 * 1024 * 1024 -- string length overflow prevention local function save_cache(final) local savestr = table.concat(savebuffer) currentstr = currentstr .. savestr -- TODO: Causes "not enough memory" error on some exec -- writefile(placename, totalstr) -- appendfile(placename, savestr) -- * supposedly causes uneven amount of Tags (e.g. must be closed with but sometimes there's more of one than the other). While being under load, the function produces unexpected output? local savestr_len = #savestr totalsize = totalsize + savestr_len currentsize = currentsize + savestr_len table.clear(savebuffer) savebuffer_size = 1 if CHUNK_LIMIT < currentsize or final then table.insert(chunks, { size = currentsize, str = currentstr }) currentstr, currentsize = "", 0 end if StatusText then StatusText.Text = "Saving.. Size: " .. get_size_format() end -- ? Needed for at least 1fps (status text) -- task.wait() wait_for_render() end local function save_specific(className, properties) local Ref = Instance.new(className) -- ! Assuming anything passed here is Creatable local Item = ReturnItem(Ref.ClassName, Ref) for propertyName, val in next, properties do local whitelisted, value, tag -- TODO: Improve all sort of overrides & exceptions in the code (code below is awful) if "Source" == propertyName then tag = "ProtectedString" value = XML_Descriptors.__PROTECTEDSTRING(val) whitelisted = true elseif "Name" == propertyName then whitelisted = true value, tag = ReturnValueAndTag(val, "string") -- * Doubt ValueType will change end if whitelisted then Item = Item .. ReturnProperty(tag, propertyName, value) end end Item = Item .. "" return Item end local function save_hierarchy(hierarchy) for _, instance in next, hierarchy do local __DARKLUA_CONTINUE_62 = false repeat local InstanceOverride, ClassTagOverride, ClassNameOverride if not InstanceOverride then InstanceOverride = InstancesOverrides[instance] if InstanceOverride then ClassTagOverride = InstanceOverride.__ClassName end end local ClassName = instance.ClassName local InstanceName = instance.Name local SkipEntirely if not ClassTagOverride then -- ! Assuming anything that has __ClassName comes from save_extra if IgnoreNotArchivable and not instance.Archivable then __DARKLUA_CONTINUE_62 = true break end SkipEntirely = IgnoreList[instance] if SkipEntirely then __DARKLUA_CONTINUE_62 = true break end do local OnIgnoredList = IgnoreList[ClassName] if OnIgnoredList and (OnIgnoredList == true or OnIgnoredList[InstanceName]) then __DARKLUA_CONTINUE_62 = true break end end if not DecompileIgnoring then DecompileIgnoring = DecompileIgnore[instance] if DecompileIgnoring == nil then local DecompileIgnored = DecompileIgnore[ClassName] if DecompileIgnored then DecompileIgnoring = DecompileIgnored == true or DecompileIgnored[InstanceName] end end if DecompileIgnoring then DecompileIgnoring = instance elseif DecompileIgnoring == false then DecompileIgnoring = 1 -- Ignore one instance end end do local Fix = NotCreatableFixes[ClassName] if Fix then if SaveNotCreatable then ClassName, InstanceOverride = Fix, replaceClassName(instance, InstanceName, ClassName) else __DARKLUA_CONTINUE_62 = true break -- They won't show up in Studio anyway (Enable SaveNotCreatable if you wish to bypass this) end else -- ! Assuming nothing that is a PartOperation or inherits from it is in NotCreatableFixes if TreatUnionsAsParts and instance:IsA("PartOperation") then ClassName, InstanceOverride = "Part", replaceClassName(instance, InstanceName, ClassName) ClassNameOverride = "BasePart" -- * Mutual Superclass for PartOperation and Part; For properties only elseif not ClassList[ClassName] then -- ? API Dump is outdated then if __DEBUG_MODE then __DEBUG_MODE("Class not Found", ClassName) end ClassTagOverride = ClassName -- ? To at least retain .ClassName unlike the rest of the class-specific properties ClassName = "Folder" -- ? replaceClassName is not needed because of the ClassTagOverride end end end end -- ? The reason we only save .Name (and few other props in save_specific) is because -- ? we can be sure this is a custom container (ex. NilInstancesFixes) -- ? However, in case of NotCreatableFixes, the Instance might have Tags, Attributes etc. that can potentially be saved (even though it's a Folder) if InstanceOverride and InstanceOverride.__SaveSpecific then savebuffer[savebuffer_size] = save_specific(ClassName, InstanceOverride.Properties) -- ! Assuming anything that has __SaveSpecific will have .Properties savebuffer_size = savebuffer_size + 1 else -- local Properties = savebuffer[savebuffer_size] = ReturnItem(ClassTagOverride or ClassName, instance) -- TODO: Ideally this shouldn't return as well as the line below to close it IF IgnorePropertiesOfNotScriptsOnScriptsMode is ENABLED savebuffer_size = savebuffer_size + 1 if not (IgnorePropertiesOfNotScriptsOnScriptsMode and not isLuaSourceContainer(instance)) then local default_instance, new_def_inst if IgnoreDefaultProperties then default_instance = default_instances[ClassName] if not default_instance then local Class = ClassList[ClassName] if not Class.NotCreatable then -- __api_dump_class_not_creatable__ also indicates this -- NotCreatableFixes are exceptions to the check above meaning if we don't keep the NotCreatableFixes updated then Instance.new below might start erroring in the future potentially; HOWEVER IsPropertyModified solves this issue and no updates are really needed as NotCreatableFixes is up-to-date as of VERSION-HERE (which is when IPM gets enabled) local ok, result = pcall(Instance.new, ClassName) -- ! pcall is needed for level 3 execs (for example TestService); EXCEPTION NOTED ABOVE (irrelevant) if ok then new_def_inst = result default_instance = {} default_instances[ClassName] = default_instance else Class.NotCreatable = true if __DEBUG_MODE then __DEBUG_MODE("Failed to create default Instance", ClassName, result) end end elseif __DEBUG_MODE then __DEBUG_MODE("Unable to create default Instance (NotCreatable)", ClassName) end end end for _, Property in next, GetInheritedProps(ClassNameOverride or ClassName) do local __DARKLUA_CONTINUE_63 = false repeat local PropertyName = Property.Name if IgnoreProperties[PropertyName] then __DARKLUA_CONTINUE_63 = true break end local ValueType = Property.ValueType if IgnoreSharedStrings and ValueType == "SharedString" then -- ? More info in Options __DARKLUA_CONTINUE_63 = true break end local Special, Category, Optional = Property.Special, Property.Category, Property.Optional local raw = ReadProperty(instance, Property, PropertyName, Special, Category, Optional) if raw == __BREAK then -- ! Assuming __BREAK is always returned when there's a failure to read a property local GHPFFailed, Fallback = Property.GHPFFailed, Property.Fallback if GHPFFailed and not Fallback then __DARKLUA_CONTINUE_63 = true break end if not GHPFFailed then local ok, result = pcall(gethiddenproperty_fallback, instance, PropertyName) -- * This helps in reading: Vector3int16, OptionalCoordinateFrame DataTypes. It also acts as an almost entire fallback for gethiddenproperty in case it is missing if result == nil and not Optional then ok = nil end if ok then raw = result else GHPFFailed = true Property.GHPFFailed = GHPFFailed end end if GHPFFailed and Fallback then local ok, result = pcall(Fallback, instance) if ok then raw = result else Property.Fallback = nil -- Low level execs might fail due to lack of some Capabilities if __DEBUG_MODE then __DEBUG_MODE("Fix Failed", PropertyName, result) end __DARKLUA_CONTINUE_63 = true break end end if raw == __BREAK then __DARKLUA_CONTINUE_63 = true break end end if SharedStringOverwrite and ValueType == "BinaryString" then -- TODO: Convert this to table if more types are added ValueType = "SharedString" end -- Special = Property.Special -- ? Read TODO below (must be updated if it's used frequently afterwards) if default_instance and Property.CanRead and not Property.Special -- TODO: .Special is checked more than once (because it might be updated during ReadProperty) and not (PropertyName == "Source" and isLuaSourceContainer(instance)) then -- ? Could be not just "Source" in the future if new_def_inst then default_instance[PropertyName] = index(new_def_inst, PropertyName) end if default_instance[PropertyName] == raw then __DARKLUA_CONTINUE_63 = true break end end -- Serialization start local tag, value if Category == "Class" then tag = "Ref" if raw then if SaveNotCreatableWillBeEnabled then local Fix = NotCreatableFixes[raw.ClassName] if Fix and ( PropertyName == "PlayerToHideFrom" or ValueType ~= "Instance" and ValueType ~= Fix ) then -- * To avoid errors __DARKLUA_CONTINUE_63 = true break end end value = GetRef(raw) else value = "null" end elseif Category == "Enum" then -- ! We do this order (Enums before Descriptors) specifically because Font Enum might get a Font Descriptor despite having Enum Category, unlike Font DataType which that Descriptor is meant for value, tag = XML_Descriptors.EnumItem(raw) else local Descriptor = XML_Descriptors[ValueType] if Descriptor then value, tag = ReturnValueAndTag(raw, ValueType, Descriptor) elseif "ProtectedString" == ValueType then -- TODO: Try fitting this inside Descriptors tag = ValueType if PropertyName == "Source" then if DecompileIgnoring then -- ? Should this really prevent extraction of the original source if present ? if DecompileIgnoring == 1 then DecompileIgnoring = nil end value = "-- Ignored" else local should_decompile = true local LinkedSource local LinkedSource_Url = instance.LinkedSource -- ! Assuming every Class that has ProtectedString Source property also has a LinkedSource property local hasLinkedSource = LinkedSource_Url ~= "" local LinkedSource_type if hasLinkedSource then local Path = instance:GetFullName() if RecoveredScripts then table.insert(RecoveredScripts, Path) end LinkedSource = string.match(LinkedSource_Url, "%w+$") -- TODO: No sure if this pattern matches all possible cases. Example is: 'rbxassetid://0&hash=cd73dd2fe5e5013137231c227da3167e' if LinkedSource then if ScriptCache then local cached = ldeccache[LinkedSource] if cached then value = cached should_decompile = nil end end if should_decompile then if DecompileJobless then value = "-- Not found in LinkedSource ScriptCache" should_decompile = nil end LinkedSource_type = string.find(LinkedSource, "%a") and "hash" or "id" local asset = LinkedSource_type .. "=" .. LinkedSource local ok, source = pcall(function() -- Credits @halffalse return game:HttpGet( "https://assetdelivery.roproxy.com/v1/asset/?" .. asset ) end) if ok and filterLinkedSource(source) then if ScriptCache then ldeccache[LinkedSource] = source end value = source should_decompile = nil end end else --if __DEBUG_MODE then -- * We print this anyway because very important warn( "FAILED TO EXTRACT ORIGINAL SCRIPT SOURCE (OPEN A GITHUB ISSUE): ", instance:GetFullName(), LinkedSource_Url ) end end if should_decompile then local isLocalScript = instance:IsA("LocalScript") if isLocalScript and instance.RunContext == Enum.RunContext.Server or not isLocalScript and instance:IsA("Script") and instance.RunContext ~= Enum.RunContext.Client then value = "-- [FilteringEnabled] Server Scripts are IMPOSSIBLE to save" -- TODO: Could be not just server scripts in the future else value = ldecompile(instance) if SaveBytecode then local output = SaveBytecode(instance) if output then value = output .. value end end end end value = "-- Saved by UniversalSynSaveInstance (Join to Copy Games) https://discord.gg/wx4ThpAsmw\n\n" .. (hasLinkedSource and "-- Original Source: https://assetdelivery.roblox.com/v1/asset/?" .. (LinkedSource_type or "id") .. "=" .. (LinkedSource or LinkedSource_Url) .. "\n\n" or "") .. value end end value = XML_Descriptors.__PROTECTEDSTRING(value) else --OptionalCoordinateFrame and so on, we make it dynamic if Optional then Descriptor = XML_Descriptors[Optional] if Descriptor then if raw == nil then __DARKLUA_CONTINUE_63 = true -- * It can be empty, because it's optional -- ? Though why even save it if it's empty considering it's optional break -- value, tag = "", ValueType else value, tag = ReturnValueAndTag(raw, ValueType, Descriptor) end end end end end if tag then savebuffer[savebuffer_size] = ReturnProperty(tag, PropertyName, value) savebuffer_size = savebuffer_size + 1 else --if __DEBUG_MODE then -- * We print this anyway because very important warn("UNSUPPORTED TYPE (OPEN A GITHUB ISSUE): ", ValueType, ClassName, PropertyName) end __DARKLUA_CONTINUE_63 = true until true if not __DARKLUA_CONTINUE_63 then break end end end savebuffer[savebuffer_size] = "" savebuffer_size = savebuffer_size + 1 if SaveCacheInterval < savebuffer_size then save_cache() end end if SkipEntirely ~= false then -- ? We save instance without it's descendants in this case (== false) local Children = InstanceOverride and InstanceOverride.__Children or instance:GetChildren() if #Children ~= 0 then save_hierarchy(Children) end end if DecompileIgnoring and DecompileIgnoring == instance then DecompileIgnoring = nil end savebuffer[savebuffer_size] = "" savebuffer_size = savebuffer_size + 1 __DARKLUA_CONTINUE_62 = true until true if not __DARKLUA_CONTINUE_62 then break end end end local function save_extra(name, instanceOrTable, saveProps, customClassName, source) if not customClassName then customClassName = "Folder" end local properties = { Name = name, Source = source } local hierarchy if instanceOrTable then if type(instanceOrTable) == "table" then hierarchy = instanceOrTable else hierarchy = instanceOrTable:GetChildren() if saveProps then -- IgnoreList[instanceOrTable] = nil -- IgnoreNotArchivable = false InstancesOverrides[instanceOrTable] = { __ClassName = customClassName, -- ! Assuming any class that contains ProtectedString is never passed, because it expects bytecode, not normal code __Children = hierarchy, Properties = properties, } save_hierarchy({ instanceOrTable }) end end end if not saveProps then savebuffer[savebuffer_size] = save_specific(customClassName, properties) savebuffer_size = savebuffer_size + 1 if hierarchy then save_hierarchy(hierarchy) end savebuffer[savebuffer_size] = "" savebuffer_size = savebuffer_size + 1 end end local function save_game() do if IsModel then --[[ -- ? Roblox encodes the following additional attributes. These are not required. Moreover, any defined schemas are ignored, and not required for a file to be valid: xmlns:xmime="http://www.w3.org/2005/05/xmlmime" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="http://www.roblox.com/roblox.xsd" Also http can be converted to https but not sure if Roblox cares -- ? nullnil - is a legacy concept that is no longer used. ]] header = header .. 'true' end if writefile and not OPTIONS.Callback then writefile(placename, header) -- TODO This is sort of useless if writefile will be used at the end (like if AlternativeWritefile and Callback are unused) end end -- TODO Find a better solution for this SaveNotCreatableWillBeEnabled = SaveNotCreatable or (IsolateLocalPlayer or IsolateLocalPlayerCharacter) and IsolateLocalPlayer or IsolatePlayers or NilInstances and global_container.getnilinstances -- ! Make sure this accurately reflects everything below save_hierarchy(ToSaveList) if IsolateLocalPlayer or IsolateLocalPlayerCharacter then local LocalPlayer = service.Players.LocalPlayer if LocalPlayer then if IsolateLocalPlayer then SaveNotCreatable = true save_extra("LocalPlayer", LocalPlayer, true) end if IsolateLocalPlayerCharacter then local LocalPlayerCharacter = LocalPlayer.Character if LocalPlayerCharacter then save_extra("LocalPlayer Character", LocalPlayerCharacter, true, "Model") end end end end if IsolateStarterPlayer then -- SaveNotCreatable = true -- TODO: Enable if StarterPlayerScripts or StarterCharacterScripts stop showing up in isolated folder in Studio save_extra("StarterPlayer", service.StarterPlayer) -- no reason to saveprops as you can see the props on the original instance end if IsolatePlayers then SaveNotCreatable = true save_extra("Players", service.Players) -- no reason to saveprops as you can see the props on the original instance end if NilInstances and global_container.getnilinstances then local nil_instances, nil_instances_size = {}, 1 local NilInstancesFixes = OPTIONS.NilInstancesFixes for _, instance in next, global_container.getnilinstances() do if instance == game then instance = nil -- break else local ClassName = instance.ClassName local Fix = InheritsFix(NilInstancesFixes, ClassName, instance) if Fix then instance = Fix(instance, InstancesOverrides) -- continue end local Class = ClassList[ClassName] if Class then if Class.Service then -- For CSGDictionaryService, NonReplicatedCSGDictionaryService, LogService, ProximityPromptService, TestService & more -- instance.Parent = game instance = nil -- continue end end end if instance then nil_instances[nil_instances_size] = instance nil_instances_size = nil_instances_size + 1 end end SaveNotCreatable = true save_extra("Nil Instances", nil_instances) end if OPTIONS.ReadMe then save_extra( "README", nil, nil, "Script", "--[[\n" .. (#RecoveredScripts ~= 0 and "\t\tIMPORTANT: Original Source of these Scripts was Recovered: " .. service.HttpService:JSONEncode( RecoveredScripts ) .. "\n" or "") .. [[ Thank you for using UniversalSynSaveInstance (Join to Copy Games) https://discord.gg/wx4ThpAsmw. If you didn't save in Binary (rbxl) - it's recommended to save the game right away to take advantage of the binary format & to preserve values of certain properties if you used IgnoreDefaultProperties setting (as they might change in the future). You can do that by going to FILE -> Save to File As -> Make sure File Name ends with .rbxl -> Save ServerStorage, ServerScriptService and Server Scripts are IMPOSSIBLE to save because of FilteringEnabled. If your player cannot spawn into the game, please move the scripts in StarterPlayer somewhere else or delete them. Then run `game:GetService("Players").CharacterAutoLoads = true`. And use "Play Here" to start game instead of "Play" to spawn your Character where your Camera currently is. If the chat system does not work, please use the explorer and delete everything inside the TextChatService/Chat service(s). Or run `game:GetService("Chat"):ClearAllChildren() game:GetService("TextChatService"):ClearAllChildren()` If Union and MeshPart collisions don't work, run the script below in the Studio Command Bar: local C = game:GetService("CoreGui") local D = Enum.CollisionFidelity.Default for _, v in game:GetDescendants() do if v:IsA("TriangleMeshPart") and not v:IsDescendantOf(C) then v.CollisionFidelity = D end end print("Done") If you can't move the Camera, run this script in the Studio Command Bar: workspace.CurrentCamera.CameraType = Enum.CameraType.Fixed Or Destroy the Camera. This file was generated with the following settings: ]] .. service.HttpService:JSONEncode(OPTIONS) .. "\n\n\t\tElapsed time: " .. os.clock() - elapse_t .. " Date (UTC): " .. DateTime.now():FormatUniversalTime("LL LTS", "en-gb") .. " PlaceId: " .. game.PlaceId .. " PlaceVersion: " .. game.PlaceVersion .. " Client Version: " .. version() .. " Executor: " .. (identify_executor and table.concat({ identify_executor() }, " ") or "Unknown") .. "\n]]" ) end do local tmp = { "" } for value, identifier in next, SharedStrings do table.insert(tmp, '' .. value .. "") end if 1 < #tmp then -- next(SharedStrings) check also works but seems to be slower savebuffer[savebuffer_size] = table.concat(tmp) savebuffer_size = savebuffer_size + 1 savebuffer[savebuffer_size] = "" savebuffer_size = savebuffer_size + 1 end end savebuffer[savebuffer_size] = "" savebuffer_size = savebuffer_size + 1 save_cache(true) do -- ! Assuming we only write to file once hence why we only filter once -- TODO This might cause issues on non-unique Usernames (ex. "Cake" if game is about cakes then everything supposedly related to your name will be replaced with "Roblox"); Certain UserIds might also affect numbers, like if your UserId is 2481848 and there is some number that goes like "1.248184818837" then that the matched part will be replaced with 1, potentially making the number incorrect. -- TODO So for now it's best to keep this disabled by default -- TODO It's also not smart to filter entire file string at the end as this might also affect decompiled scripts content, which has no way of containing any user-related information. It would be better to use gsub in string Descriptor and such if OPTIONS.Anonymous then local LocalPlayer = service.Players.LocalPlayer if LocalPlayer then local function gsubCaseInsensitive(input, search, replacement) -- * Credits to friends local inputLower = string.lower(input) search = string.lower(search) local lastFinish = 0 local subStrings = {} local search_len = #search local input_len = #input while search_len <= input_len - lastFinish do local init = lastFinish + 1 local start, finish = string.find(inputLower, search, init, true) if start == nil then break end table.insert(subStrings, string.sub(input, init, start - 1)) lastFinish = finish end if lastFinish == 0 then return input end table.insert(subStrings, string.sub(input, lastFinish + 1)) return table.concat(subStrings, replacement) end local Anonymous = type(OPTIONS.Anonymous) == "table" and OPTIONS.Anonymous or { UserId = "1", Name = "Roblox" } for _, chunk in next, chunks do chunk.str = gsubCaseInsensitive( string.gsub(chunk.str, LocalPlayer.UserId, Anonymous.UserId), LocalPlayer.Name, Anonymous.Name ) end end end local Callback = OPTIONS.Callback if Callback then local totalstr = header for _, chunk in next, chunks do totalstr = totalstr .. chunk.str end Callback(totalstr, chunks, totalsize) elseif OPTIONS.AlternativeWritefile and appendfile then local SEGMENT_SIZE = 4145728 -- Celery has an arbitrary savefile/appendfile size limit of ~4MB for reasons unknown. This is a workaround to save the file in segments. local totallen, currentlen = math.ceil(totalsize / SEGMENT_SIZE), 1 for _, chunk in next, chunks do local length = math.ceil(chunk.size / SEGMENT_SIZE) for i = 1, length do local savestr = string.sub(chunk.str, (i - 1) * SEGMENT_SIZE + 1, i * SEGMENT_SIZE) run_with_loading( "Writing to File " .. math.round(currentlen / totallen * 100) .. "% (Depends on Exec)", nil, true, appendfile, placename, savestr ) currentlen = currentlen + 1 if i ~= length then task.wait() end end end else local totalstr = header for _, chunk in next, chunks do totalstr = totalstr .. chunk.str end run_with_loading( "Writing " .. get_size_format() .. " to File (Depends on Exec)", nil, true, writefile, placename, totalstr ) end end end local Connections do local Players = service.Players if IgnoreList.Model ~= true then Connections = {} local function ignoreCharacter(player) table.insert( Connections, player.CharacterAdded:Connect(function(character) IgnoreList[character] = true end) ) local Character = player.Character if Character then IgnoreList[Character] = true end end if OPTIONS.RemovePlayerCharacters then table.insert( Connections, Players.PlayerAdded:Connect(function(player) ignoreCharacter(player) end) ) for _, player in next, Players:GetPlayers() do ignoreCharacter(player) end else IgnoreNotArchivable = false -- TODO Bad solution (Characters are NotArchivable); Also make sure the next solution is compatible with IsolateLocalPlayerCharacter if IsolateLocalPlayerCharacter then task.spawn(function() ignoreCharacter(GetLocalPlayer()) end) end end end if IsolateLocalPlayer and IgnoreList.Player ~= true then task.spawn(function() IgnoreList[GetLocalPlayer()] = true end) end end if IsolateStarterPlayer then IgnoreList.StarterPlayer = false end if IsolatePlayers then IgnoreList.Players = false end if OPTIONS.ShowStatus then do local Exists = GLOBAL_ENV._statustext if Exists then Exists:Destroy() end end local StatusGui = Instance.new("ScreenGui") GLOBAL_ENV._statustext = StatusGui StatusGui.DisplayOrder = 2e9 pcall(function() -- ? Compatibility with level 2 StatusGui.OnTopOfCoreBlur = true end) StatusText = Instance.new("TextLabel") StatusText.Text = "Saving..." StatusText.BackgroundTransparency = 1 StatusText.Font = Enum.Font.Code StatusText.AnchorPoint = Vector2.new(1) StatusText.Position = UDim2.new(1) StatusText.Size = UDim2.new(0.3, 0, 0, 20) StatusText.TextColor3 = Color3.new(1, 1, 1) StatusText.TextScaled = true StatusText.TextStrokeTransparency = 0.7 StatusText.TextXAlignment = Enum.TextXAlignment.Right StatusText.TextYAlignment = Enum.TextYAlignment.Top StatusText.Parent = StatusGui local function randomString() local length = math.random(10, 20) local randomarray = table.create(length) for i = 1, length do randomarray[i] = string.char(math.random(32, 126)) end return table.concat(randomarray) end if global_container.gethui then StatusGui.Name = randomString() StatusGui.Parent = global_container.gethui() else if global_container.protectgui then StatusGui.Name = randomString() global_container.protectgui(StatusGui) StatusGui.Parent = game:GetService("CoreGui") else local RobloxGui = game:GetService("CoreGui"):FindFirstChild("RobloxGui") if RobloxGui then StatusGui.Parent = RobloxGui else StatusGui.Name = randomString() StatusGui.Parent = game:GetService("CoreGui") end end end end do local SafeMode = OPTIONS.SafeMode if SafeMode then task.spawn(function() local LocalPlayer = GetLocalPlayer() local PlayerScripts = LocalPlayer:FindFirstChildOfClass("PlayerScripts") if PlayerScripts then local function construct_InstanceOverride(instance) local children = instance:GetChildren() InstancesOverrides[instance] = { __Children = children, } for _, child in next, children do construct_InstanceOverride(child) end end construct_InstanceOverride(PlayerScripts) InstancesOverrides[LocalPlayer] = { __Children = LocalPlayer:GetChildren(), Properties = { Name = "[" .. LocalPlayer.ClassName .. "] " .. LocalPlayer.Name }, } end LocalPlayer:Kick("\n[SAFEMODE] Saving in Progress..\nPlease do NOT leave") wait_for_render() task.delay(10, service.GuiService.ClearError, service.GuiService) end) service.RunService:Set3dRenderingEnabled(false) end local anti_idle if OPTIONS.AntiIdle then task.spawn(function() local Idled = GetLocalPlayer().Idled if getconnections then for _, c in next, getconnections(Idled) do if not pcall(function() c:Disable() end) then pcall(function() c:Disconnect() end) end end end anti_idle = Idled:Connect(function() service.VirtualInputManager:SendMouseWheelEvent( service.UserInputService:GetMouseLocation().X, service.UserInputService:GetMouseLocation().Y, true, game ) end) end) end elapse_t = os.clock() local ok, err = xpcall(save_game, function(err) return debug.traceback(err) end) if SafeMode then service.GuiService:ClearError() service.RunService:Set3dRenderingEnabled(true) end if old_gethiddenproperty then gethiddenproperty = old_gethiddenproperty end if anti_idle then anti_idle:Disconnect() end if Connections then for _, connection in next, Connections do connection:Disconnect() end end GLOBAL_ENV[placename] = nil elapse_t = os.clock() - elapse_t local Log10 = math.log10(elapse_t) local ExtraTime = 10 if StatusText then task.spawn(function() if ok then StatusText.Text = string.format("Saved! Time %.3f seconds; Size %s", elapse_t, get_size_format()) StatusText.TextColor3 = Color3.new(0, 1) task.wait(Log10 * 2 + ExtraTime) else if Loading then task.cancel(Loading) Loading = nil end StatusText.Text = "Failed! Check F9 console for more info" StatusText.TextColor3 = Color3.new(1) warn("Error found while saving:") warn(err) task.wait(Log10 + ExtraTime) end StatusText:Destroy() end) end if OPTIONS.ShutdownWhenDone and ok then task.wait(Log10 * 2 + ExtraTime) game:Shutdown() end end end return synsaveinstance