--!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 some1, some2 in t do if type(some1) == "number" then tmp[some2] = valueOverride or true elseif type(some2) == "table" then tmp[some1] = ArrayToDict(some2, hydridMode) -- Some1 is Class, Some2 is Name else tmp[some1] = some2 end end else for _, key in 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)', 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 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 sha384 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 self[serviceName] = Service return Service end, }) local gethiddenproperty_fallback do -- * Load Region of Déjà Vu local UGCValidationService = service.UGCValidationService gethiddenproperty_fallback = function(instance, propertyName) 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 elseif EXECUTOR_NAME ~= "Synapse Z" then -- TODO Temp fix, remove later 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(f1, f2, ...) local ranking = table.create(2) for i, f in { f1, f2 } 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 %= (bit32.bxor(num, 32)) if 0x80000000 < num then num -= bit32.bxor(num, 32) end return num end bit32.byteswap = function(num) local BYTE_SIZE = 8 local MAX_BYTE_VALUE = 255 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 -- TODO Remove later if EXECUTOR_NAME == "Delta" then base64encode = nil end -- Credits @Reselim local reselim_base64encode pcall(function() local b64_enc_buf = loadstring( game:HttpGet("https://raw.githubusercontent.com/Reselim/Base64/master/Base64.lua", true), "Base64" )().encode reselim_base64encode = function(raw) return buffer.tostring(b64_enc_buf(buffer.fromstring(raw))) end end) -- * Tests if base64encode exists and works properly then benchmark it if base64encode and base64encode("\1\0\0\0\1") == "AQAAAAE=" then if reselim_base64encode then base64encode = benchmark(base64encode, reselim_base64encode, test_str) end else base64encode = reselim_base64encode end assert(base64encode, "base64encode not found") end do local hash = global_container.hash if hash then sha384 = function(data) return hash(data, "sha384") end end local filename = "RequireOnlineModule" -- Credits @boatbomber local hashlib_sha384 pcall(function() hashlib_sha384 = loadstring( game:HttpGet("https://raw.githubusercontent.com/luau/SomeHub/main/" .. filename .. ".luau", true), filename )()(4544052033).sha384 end) -- * Tests if sha384 exists then benchmark it if hashlib_sha384 then if sha384 then sha384 = benchmark(sha384, hashlib_sha384, test_str) else sha384 = hashlib_sha384 end end assert(sha384, "sha384 hash function not found") end end local custom_decompiler -- if getscriptbytecode then -- end local SharedStrings = {} local SharedString_identifiers = setmetatable({ 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 : ) }, { __index = function(self, str) local Identifier = base64encode(tostring(self.identifier)) -- tostring is only needed for built-in base64encode, Reselim's doesn't need it as buffers autoconvert self.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 function __BIT(...) -- * Credits to Friend (you know yourself) local Value = 0 for i, bit in { ... } do if bit then Value += 2 ^ (i - 1) end end return Value end local function index(self, index_name) return self[index_name] end local CLIENT_VERSION = tonumber(string.split(version(), ".")[2]) local attr_Type_IDs = { string = 0x02, boolean = 0x03, -- int32 = 0x04, -- float = 0x05, number = 0x06, -- 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, } 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 Binary_Descriptors Binary_Descriptors = { __SEQUENCE = function(raw, valueFormatter, keypointSize, Envelope) local Keypoints = raw.Keypoints local Keypoints_n = #Keypoints local len = 4 + (keypointSize or 12) * Keypoints_n local b = buffer.create(len) local offset = 0 buffer.writeu32(b, offset, Keypoints_n) offset += 4 for _, keypoint in Keypoints do buffer.writef32(b, offset, Envelope or keypoint.Envelope) offset += 4 buffer.writef32(b, offset, keypoint.Time) offset += 4 local Value = keypoint.Value if valueFormatter then offset += valueFormatter(Value, b, offset) else buffer.writef32(b, offset, Value) offset += 4 end end return b, len 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) local b = buffer.create(16) local UDim__descriptor = Binary_Descriptors.UDim local X = UDim__descriptor(raw.X) buffer.copy(b, 0, X) local Y = UDim__descriptor(raw.Y) buffer.copy(b, 8, Y) return b, 16 end, ["Ray"] = function(raw) local b = buffer.create(24) local Vector3__descriptor = Binary_Descriptors.Vector3 local Origin = Vector3__descriptor(raw.Origin) buffer.copy(b, 0, Origin) local Direction = Vector3__descriptor(raw.Direction) buffer.copy(b, 12, Direction) return b, 24 end, ["Faces"] = function(raw) local b = buffer.create(4) buffer.writeu32(b, 0, __BIT(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, __BIT(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) local b = buffer.create(12) buffer.writef32(b, 0, raw.R) buffer.writef32(b, 4, raw.G) buffer.writef32(b, 8, raw.B) return b, 12 end, ["Vector2"] = function(raw) local b = buffer.create(8) buffer.writef32(b, 0, raw.X) buffer.writef32(b, 4, raw.Y) return b, 8 end, ["Vector3"] = function(raw) local b = buffer.create(12) buffer.writef32(b, 0, raw.X) buffer.writef32(b, 4, raw.Y) buffer.writef32(b, 8, raw.Z) return b, 12 end, ["Vector2int16"] = function(raw) local b = buffer.create(4) buffer.writei16(b, 0, raw.X) buffer.writei16(b, 2, raw.Y) return b, 4 end, ["Vector3int16"] = function(raw) local b = buffer.create(6) buffer.writei16(b, 0, raw.X) buffer.writei16(b, 2, raw.Y) buffer.writei16(b, 4, raw.Z) return b, 6 end, ["CFrame"] = function(raw) local X, Y, Z, R00, R01, R02, R10, R11, R12, R20, R21, R22 = raw:GetComponents() local rotation_ID = CFrame_Rotation_IDs[string.pack(" 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, __ENUM = function(raw) return raw.Value, "token" end, __EXTREME = 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, __EXTREME_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, __SEQUENCE = function(raw, valueFormatter) -- The value is the text content, formatted as a space-separated list of floating point numbers. -- tostring(raw) also works (but way slower rn) local __EXTREME_RANGE = XML_Descriptors.__EXTREME_RANGE local sequence = "" for _, keypoint in raw.Keypoints do local Value = keypoint.Value sequence ..= keypoint.Time .. " " .. (valueFormatter and valueFormatter(Value) or __EXTREME_RANGE(Value) .. " " .. __EXTREME_RANGE( keypoint.Envelope ) .. " ") -- ? Trailing whitespace is only needed for lune compatibility end return sequence 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 ..= "" .. Z .. "" end return Value end, -------------------------------------------------------------- -------------------------------------------------------------- -------------------------------------------------------------- Axes = function(raw) -- The text of this element is formatted as an integer between 0 and 7 return "" .. __BIT(raw.X, raw.Y, raw.Z) .. "" end, -- ? Roblox uses CDATA only for these (try to prove this wrong): CollisionGroupData, SmoothGrid, MaterialColors, PhysicsGrid -- ! Assuming all base64 encoded strings won't have newlines -- ! 7/7/24 -- ! Electron v3 'gethiddenproperty' automatically base64 encodes BinaryString values BinaryString = function(raw) 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, 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 = function(raw) -- The value is the text content, formatted as a space-separated list of FLOATing point numbers. return XML_Descriptors.__SEQUENCE(raw, function(color3) local __EXTREME_RANGE = XML_Descriptors.__EXTREME_RANGE return __EXTREME_RANGE(color3.R) .. " " .. __EXTREME_RANGE(color3.G) .. " " .. __EXTREME_RANGE(color3.B) .. " 0 " end) end, ContentId = function(raw) return raw == "" and "" or "" .. XML_Descriptors.string(raw) .. "", "Content" end, CoordinateFrame = function(raw) return "" .. XML_Descriptors.CFrame(raw) .. "" end, -- DateTime = function(raw) return raw.UnixTimestampMillis end, -- TODO Faces = function(raw) -- The text of this element is formatted as an integer between 0 and 63 return "" .. __BIT(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.__ENUM(weight) or "") .. "" end or function(raw) local FontString = tostring(raw) -- TODO: Temporary fix local EmptyWeight = string_find(FontString, "Weight = ,") local EmptyStyle = string_find(FontString, "Style = }") return "" .. XML_Descriptors.ContentId(raw.Family) .. "" .. (EmptyWeight and "" or XML_Descriptors.__ENUM(raw.Weight)) .. "" end, NumberRange = function(raw) -- tostring(raw) also works -- The value is the text content, formatted as a space-separated list of floating point numbers. local __EXTREME_RANGE = XML_Descriptors.__EXTREME_RANGE return __EXTREME_RANGE(raw.Min) .. " " .. __EXTREME_RANGE(raw.Max) --[[.. " "]] -- ! This might be required for compatibility; __EXTREME_RANGE is not needed here but it fixes the issue where "nan 10" value would reset to "0 0" end, NumberSequence = nil, -- NumberSequence = Descriptors.__SEQUENCE, 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 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 .. "" 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 yet (/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) raw = raw == "" and "" or base64encode(raw) local Identifier = SharedString_identifiers[raw] if SharedStrings[Identifier] == nil then SharedStrings[Identifier] = raw end return Identifier end, SecurityCapabilities = nil, -- SystemAddress = function(raw) return raw 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/roblox/LuaPackages/Packages/_Index/ApolloClientTesting/ApolloClientTesting/utilities/common/makeUniqueId.lua#L62 -- return "" -- ? No idea if this even needs a Descriptor -- 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-------- -------------------------------------------------------------- -- QDir = function(raw) -- return raw -- end, -- QFont = function(raw) -- return raw -- end, } do local BASE_CAPABILITIES pcall(function() BASE_CAPABILITIES = SecurityCapabilities.new() end) if BASE_CAPABILITIES then 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 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) PluginOrOpenCloud = 2 ^ 61, ---- 61 (0x3d) Assistant = 2 ^ 62, ------------ 62 (0x3e) -- Restricted = 2 ^ 63, ----------- for negative (highest bit for signed integers) } XML_Descriptors.SecurityCapabilities = function(raw) -- TODO tostring & string.split aren't ideal but this is the only way until the feature is out of the experimental phase if raw == BASE_CAPABILITIES then return 0 end local result = 0 for _, flag in string.split(tostring(raw), " | ") do local bit = CAPABILITY_BITS[flag] if bit then result += bit end end return result end end end for descriptorName, redirectName in { Content = "ContentId", -- For sake of compatibility with older clients NumberSequence = "__SEQUENCE", Vector2int16 = "Vector2", Vector3int16 = "Vector3", double = "__EXTREME", float = "__EXTREME", int = "__EXTREME", int64 = "__EXTREME", } do XML_Descriptors[descriptorName] = XML_Descriptors[redirectName] end local ClassList do local ClassPropertyExceptions = { Whitelist = { TriangleMeshPart = ArrayToDict({ "CollisionFidelity" }) }, Blacklist = { LuaSourceContainer = ArrayToDict({ "ScriptGuid" }), Instance = ArrayToDict({ "UniqueId", "HistoryId" }), }, } 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) -- * 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 -- TODO: merge sequence Descriptors and some other descriptors where possible (check xml descriptors) -- ? Return early for empty tags (this proved equally as fast when done using counter/next) local attrs = instance:GetAttributes() if not next(attrs) then return "" end local attrs_n = 0 local buffer_size = 4 local attrs_sorted = {} local attrs_formatted = table.clone(attrs) for attr, val in attrs do 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 += 5 + #attr + attr_size end table.sort(attrs_sorted) local b = buffer.create(buffer_size) local offset = 0 buffer.writeu32(b, offset, attrs_n) offset += 4 local string__descriptor = Binary_Descriptors.string for _, attr in attrs_sorted do local b_Name, Name_size = string__descriptor(attr) buffer.copy(b, offset, b_Name) offset += Name_size buffer.writeu8(b, offset, attr_Type_IDs[typeof(attrs[attr])]) offset += 1 local bb = attrs_formatted[attr] buffer.copy(b, offset, bb) offset += buffer.len(bb) end return buffer.tostring(b) end, DefinesCapabilities = "Sandboxed", Tags = function(instance) -- https://github.com/RobloxAPI/spec/blob/master/properties/Tags.md local tags = instance:GetTags() if #tags == 0 then return "" end return table.concat(tags, "\0") 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 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 TERRAIN_MATERIAL_COLORS do local color = instance:GetMaterialColor(material) for _, component in RGB_components do buffer.writeu8(b, offset, math.floor(color[component] * 255)) -- ? math.floor seems unneeded but it makes it faster 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" }, HumanoidDescription = { EmotesDataInternal = function(instance) local emotes_data = "" for name, ids in instance:GetEmotes() do emotes_data ..= name .. "^" .. table.concat(ids, "^") .. "^\\" end return emotes_data end, EquippedEmotesDataInternal = function(instance) local equipped_emotes_data = "" for _, emote in instance:GetEquippedEmotes() do 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" }, Model = { 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_MaxDistance_3 = "RollOffMaxDistance", -- * Also MaxDistance }, -- ViewportFrame = { -- * Pointless because these reflect CurrentCamera's properties -- CameraCFrame = function(instance) -- * -- local CurrentCamera = instance.CurrentCamera -- if CurrentCamera then -- return CurrentCamera.CFrame -- else -- error("No CurrentCamera", 2) -- end -- end, -- -- CameraFieldOfView = -- }, WeldConstraint = { Part0Internal = "Part0", Part1Internal = "Part1", -- State = function(instance) -- -- If untouched then default state is 3 (default true) -- return instance.Enabled and 1 or 0 -- 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 collision_groups do buffer_size += 7 + #group.name end local b = buffer.create(buffer_size) local offset = 0 buffer.writeu8(b, offset, 1) -- ? [CONSTANT] Version byte (likely) offset += 1 buffer.writeu8(b, offset, col_groups_n) -- Group count offset += 1 for i, group in collision_groups do local name, id, mask = group.name, i - 1, group.mask local name_len = #name buffer.writeu8(b, offset, id) -- ID offset += 1 buffer.writeu8(b, offset, 4) -- ? [CONSTANT] Not sure what this is (also not sure about u8, could be i8) offset += 1 buffer.writei32(b, offset, mask) -- Mask value as signed 32-bit integer offset += 4 buffer.writeu8(b, offset, name_len) -- Name length offset += 1 buffer.writestring(b, offset, name) -- Name offset += name_len end return buffer.tostring(b) end, }, } local function FetchAPI() -- Credits @MaximumADHD local API_Dump local ok, err = pcall(function() 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 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 writefile(CLIENT_VERSION_str, API_Dump) end) if not ok or not API_Dump then warn("[DEBUG] Failed to get " .. 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 ClassesWhitelist, ClassesBlacklist = ClassPropertyExceptions.Whitelist, ClassPropertyExceptions.Blacklist for _, API_Class in service.HttpService:JSONDecode(API_Dump) do local ClassProperties, ClassProperties_size = {}, 1 local Class = { Properties = ClassProperties, Superclass = API_Class.Superclass, } local ClassTags = API_Class.Tags local ClassName = API_Class.Name if ClassTags then Class.Tags = ArrayToDict(ClassTags, nil, nil, "string") -- or {} 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 API_Class.Members do 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 continue end local Special, PreferredDescriptorName if MemberTags then for _, tag in 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 -- 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 if NotScriptableFixClass then local NotScriptableFix = NotScriptableFixClass[PropertyName] if NotScriptableFix then Property.Fallback = type(NotScriptableFix) == "function" and NotScriptableFix or PreferredDescriptorName and function(instance) local o, r = pcall(index, instance, PreferredDescriptorName) if o then return r end return instance[NotScriptableFix] end or function(instance) return instance[NotScriptableFix] end end elseif PreferredDescriptorName then Property.Fallback = function(instance) return instance[PreferredDescriptorName] end end ClassProperties[ClassProperties_size] = Property ClassProperties_size += 1 -- end end end end end classList[ClassName] = Class end -- classList.Instance.Properties.Parent = nil -- ? Not sure if this is a better option than filtering through properties to remove this 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 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 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 -- 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 boolean -- If set, the serialized data will be sent to the callback function instead of to file. ___Default:___ nil --- @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 -- * "custom" - for built-in custom decompiler. ___Default:___ Your executor's decompiler, if available. Otherwise uses "custom" if not. --- @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 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]. --- @field FilePath string -- FileName --- @field IgnoreDefaultProperties string -- IgnoreDefaultProps --- @field SaveNotCreatable string -- SaveNonCreatable --- @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/SynSaveInstance/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 = nil, --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. -- 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 = EXECUTOR_NAME ~= "Wave" and 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, 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 = { -- "CloudLocalizationTable", -- "InputObject", -- "LodDataEntity", -- "Path", -- "Translator", "", -- * FilteredSelection "AnimationTrack", "Player", "PlayerGui", "PlayerScripts", "PlayerMouse", "ScreenshotHud", "StudioData", "TextSource", "TouchTransmitter", }, -- ! Risky IgnoreSharedStrings = EXECUTOR_NAME ~= "Wave" and true, 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", SaveNonCreatable = "SaveNotCreatable", SavePlayers = "IsolatePlayers", }, } local OPTIONS_lowercase, CustomOptions_valid = {}, {} for option_name in 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 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 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 OPTIONS.IgnoreDefaultPlayerScripts then -- TODO This is a bad workaround, find a better automatic way local DecompileIgnore = OPTIONS.DecompileIgnore local Path = service.StarterPlayer:FindFirstChild("StarterPlayerScripts") local Exclude = { ModuleScript = { "PlayerModule" }, LocalScript = { "RbxCharacterSounds" } } if Path then for _, className in Exclude do for _, name in className do local Found = Path:FindFirstChild(name) if Found then table.insert(DecompileIgnore, Found) end end end 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 ..= " " .. 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 { "IsolateLocalPlayer", "IsolateLocalPlayerCharacter", "IsolatePlayers", "IsolateStarterPlayer", "NilInstances", } do if CustomOptions_valid[key] == nil then OPTIONS[key] = false end end end if IsModel then placename = ( FilePath or sanitizeFileName("model " .. PlaceName .. " " .. (ToSaveInstance or tmp[1] or game):GetFullName()) ) .. ".rbxmx" else placename = (FilePath or sanitizeFileName("place " .. PlaceName)) .. ".rbxlx" 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 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 { "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 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 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 { "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 += 1 if chars_size < spinner_count then spinner_count = 1 end return chars[spinner_count] end 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 = OPTIONS.decomptype == "custom" and custom_decompiler or decompile or custom_decompiler -- if Decompiler == custom_decompiler then -- Cope -- local key = "DecompileTimeout" -- if CustomOptions[key] == nil then -- local Option = GetAlias(key) -- if CustomOptions[Option] == nil then -- Timeout = 1 -- end -- end -- end 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 hashed_bytecode if ScriptCache then local s, bytecode = getbytecode(script) local cached if s then if not bytecode or bytecode == "" then return "-- The Script is Empty" end hashed_bytecode = sha384(bytecode) cached = ldeccache[hashed_bytecode] 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 hashed_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[hashed_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) local ref = referents[instance] if not ref then ref = ref_size referents[instance] = ref ref_size += 1 end 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 fixes do if instance:IsA(class_name) then return fix end end end end local function GetInheritedProps(className) 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 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 ..= 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 += savestr_len 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 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 ..= ReturnProperty(tag, propertyName, value) end end Item ..= "" return Item end local function save_hierarchy(hierarchy) for _, instance in hierarchy do if IgnoreNotArchivable and not instance.Archivable then continue end local SkipEntirely = IgnoreList[instance] if SkipEntirely then continue end local ClassName = instance.ClassName local InstanceName = instance.Name do local OnIgnoredList = IgnoreList[ClassName] if OnIgnoredList and (OnIgnoredList == true or OnIgnoredList[InstanceName]) then continue 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 local InstanceOverride, ClassNameOverride, ClassTagOverride do local Fix = NotCreatableFixes[ClassName] if Fix then if SaveNotCreatable then ClassName, InstanceOverride = Fix, replaceClassName(instance, InstanceName, ClassName) else continue -- 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 if not InstanceOverride then InstanceOverride = InstancesOverrides[instance] 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 += 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 += 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 ClassTags = ClassList[ClassName].Tags if not (ClassTags and ClassTags.NotCreatable) then -- __api_dump_class_not_creatable__ also indicates this new_def_inst = Instance.new(ClassName) -- ! Assuming anything that doesn't have NotCreatable is possible to create (therefore no pcall) default_instance = {} default_instances[ClassName] = default_instance elseif __DEBUG_MODE then __DEBUG_MODE("Unable to create default Instance", ClassName) end end end local proplist do local class = ClassNameOverride or ClassName proplist = inherited_properties[class] if not proplist then proplist = GetInheritedProps(class) inherited_properties[class] = proplist end end for _, Property in proplist do local PropertyName = Property.Name if IgnoreProperties[PropertyName] then continue end local ValueType = Property.ValueType if IgnoreSharedStrings and ValueType == "SharedString" then -- ? More info in Options continue end local Category, Optional, Special = Property.Category, Property.Optional, Property.Special 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 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 local Fallback = Property.Fallback if Fallback then ok, result = pcall(Fallback, instance) if ok then raw = result else if __DEBUG_MODE then -- TODO Maybe remove the fix during runtime if it fails to avoid re-trying __DEBUG_MODE("Fix Failed", PropertyName) end continue end else continue end 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 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 continue end -- local ok, IsModified = pcall(IsPropertyModified, instance, PropertyName) -- ? Not yet enabled lol (580) 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 continue end end value = referents[raw] if not value then value = ref_size referents[raw] = value ref_size += 1 end 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.__ENUM(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 -- * It can be empty, because it's optional -- ? Though why even save it if it's empty considering it's optional continue -- 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 += 1 else --if __DEBUG_MODE then -- * We print this anyway because very important warn("UNSUPPORTED TYPE (OPEN A GITHUB ISSUE): ", ValueType, ClassName, PropertyName) end end end savebuffer[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 += 1 end end local function save_extra(name, hierarchy, customClassName, source) savebuffer[savebuffer_size] = save_specific((customClassName or "Folder"), { Name = name, Source = source }) savebuffer_size += 1 if hierarchy then save_hierarchy(hierarchy) end savebuffer[savebuffer_size] = "" savebuffer_size += 1 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 ..= 'true' end 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 -- 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:GetChildren()) end if IsolateLocalPlayerCharacter then local LocalPlayerCharacter = LocalPlayer.Character if LocalPlayerCharacter then save_extra("LocalPlayer Character", LocalPlayerCharacter:GetChildren()) 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:GetChildren()) end if IsolatePlayers then SaveNotCreatable = true save_extra("Players", service.Players:GetChildren()) end if NilInstances and global_container.getnilinstances then local nil_instances, nil_instances_size = {}, 1 local NilInstancesFixes = OPTIONS.NilInstancesFixes for _, instance in 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 local ClassTags = Class.Tags if ClassTags and ClassTags.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 += 1 end end SaveNotCreatable = true save_extra("Nil Instances", nil_instances) end if OPTIONS.ReadMe then save_extra( "README", 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. 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 .. " 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 identifier, value in SharedStrings do table.insert(tmp, '' .. value .. "") end if 1 < #tmp then -- TODO: This sucks so much because we try to iterate a table just to check this (check above) savebuffer[savebuffer_size] = table.concat(tmp) savebuffer_size += 1 savebuffer[savebuffer_size] = "" savebuffer_size += 1 end end savebuffer[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 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 = "" for _, chunk in chunks do 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 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 += 1 if i ~= length then task.wait() end end end else local totalstr = header for _, chunk in chunks do totalstr ..= chunk.str end run_with_loading( "Writing " .. get_size_format() .. " to File (Depends on Exec)", nil, true, writefile, placename, totalstr ) end end table.clear(SharedStrings) 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 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:FindFirstChild("PlayerScripts") if PlayerScripts then local function construct_InstanceOverride(instance) local children = instance:GetChildren() InstancesOverrides[instance] = { __Children = children, } for _, child in 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() anti_idle = GetLocalPlayer().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 Connections do connection:Disconnect() end end GLOBAL_ENV[placename] = nil if StatusText then task.spawn(function() elapse_t = os.clock() - elapse_t local Log10 = math.log10(elapse_t) local ExtraTime = 10 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 game:Shutdown() end end end return synsaveinstance