Files
UniversalSynSaveInstance/Tools/saveinstance_indented.luau
2024-04-16 14:06:15 +02:00

1845 lines
63 KiB
Lua

--!native
-- https://discord.gg/wx4ThpAsmw
local Params = {
RepoURL = "https://raw.githubusercontent.com/luau/SomeHub/main/",
UMF = "UniversalMethodFinder",
}
local finder, globalcontainer = loadstring(game:HttpGet(Params.RepoURL .. Params.UMF .. ".luau", true), Params.UMF)()
finder({
-- readbinarystring = 'string.find(...,"bin",nil,true)', -- ! Could match some unwanted stuff
decompile = '(string.find(...,"decomp",nil,true) and string.sub(...,#...) ~= "s") or string.find(...,"assembl",nil,true)',
gethiddenproperties = 'string.find(...,"get",nil,true) and string.find(...,"h",nil,true) and string.find(...,"prop",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)', -- ! Could match some unwanted stuff
getproperties = 'string.find(...,"get",nil,true) and string.find(...,"prop",nil,true) and string.sub(...,#...) == "s"',
getscriptbytecode = 'string.find(...,"get",nil,true) and string.find(...,"bytecode",nil,true)',
getspecialinfo = 'string.find(...,"get",nil,true) and string.find(...,"spec",nil,true)',
protectgui = 'string.find(...,"protect",nil,true) and string.find(...,"ui",nil,true) and not string.find(...,"un",nil,true)',
request = 'string.find(...,"request",nil,true) and not string.find(...,"internal",nil,true)',
sethiddenproperty = 'string.find(...,"set",nil,true) and string.find(...,"h",nil,true) and string.find(...,"prop",nil,true) and string.sub(...,#...) ~= "s"',
writefile = 'string.find(...,"file",nil,true) and string.find(...,"write",nil,true)',
}, true)
local decompile = globalcontainer.decompile
local gethiddenproperty = globalcontainer.gethiddenproperty
local sethiddenproperty = globalcontainer.sethiddenproperty
local writefile = globalcontainer.writefile
local request = globalcontainer.request
local getscriptbytecode = globalcontainer.getscriptbytecode
if not globalcontainer.getspecialinfo then
globalcontainer.getspecialinfo = globalcontainer.gethiddenproperties
end
local function Find(String, Pattern)
return string.find(String, Pattern, nil, true)
end
local GlobalSettings, GlobalBasicSettings = settings(), UserSettings()
local service = setmetatable({}, {
__index = function(self, Name)
local Service = game:GetService(Name) or GlobalSettings:GetService(Name) or GlobalBasicSettings:GetService(Name)
self[Name] = Service
return Service
end,
})
local EscapesPattern = "[&<>\"'\1-\9\11-\12\14-\31\127-\255]" -- * The safe way is to escape all five characters in text. However, the three characters " ' and > needn't be escaped in text
-- %z (\0 aka NULL) might not be needed as Roblox automatically converts it to space everywhere it seems like
-- Characters from: https://create.roblox.com/docs/en-us/ui/rich-text#escape-forms
-- TODO: EscapesPattern should be ordered from most common to least common characters for sake of speed
-- TODO: Might wanna use their numerical codes instead of named codes for reduced file size (Could be an Option)
local Escapes = {
["&"] = "&amp;", -- 38
["<"] = "&lt;", -- 60
[">"] = "&gt;", -- 62
['"'] = "&quot;", -- 34
["'"] = "&apos;", -- 39
}
for rangeStart, rangeEnd in string.gmatch(EscapesPattern, "(.)%-(.)") do
for charCode = string.byte(rangeStart), string.byte(rangeEnd) do
Escapes[string.char(charCode)] = "&#" .. charCode .. ";"
end
end
local Base64_Encode
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 num > 0x80000000 then
num = num - bit32.bxor(num, 32)
end
return num
end
bit32.byteswap = function(num)
local BYTE_SIZE = 8
local MAX_BYTE_VALUE = 255
num %= 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
local Base64_Encode_Buffer = loadstring(
game:HttpGet("https://raw.githubusercontent.com/Reselim/Base64/master/Base64.lua", true),
"Base64"
)().encode
Base64_Encode = function(raw) -- ? Reselim broke all scripts that rely on their Base64 Implementation because they changed to buffers from strings (both as input & output)
return raw == "" and raw or buffer.tostring(Base64_Encode_Buffer(buffer.fromstring(raw)))
end
end
-- if not decompile then
if request and getscriptbytecode then
decompile = function(Script)
-- Credits @Lonegwadiwaitor
local bytecode = getscriptbytecode(Script)
if bytecode == "" then
error("Bytecode is empty")
end
local response = request({
Url = "https://decompile.glitch.me/bytecode",
Method = "POST",
Headers = {
["Content-Type"] = "application/json",
},
Body = service.HttpService:JSONEncode({
version = 5,
bytecode = Base64_Encode(bytecode),
}),
})
if response.Success == false then -- Server Issue
return response.StatusMessage
end
local decoded = service.HttpService:JSONDecode(response.Body)
if decoded.status ~= "ok" then -- Decompiler Issue
return decoded.status
end
return decoded.output
end
end
local DecompileHandler
if decompile then
DecompileHandler = function(Script, Timeout)
local thread = coroutine.running()
local finished
task.spawn(function()
local ok, result = pcall(decompile, Script, Timeout + 1, Timeout + 1) -- ! This might break on Syn due to second param being bool or string (deprecated tho)
if not finished then
finished = true
coroutine.resume(thread, ok, result)
end
end)
task.spawn(function()
task.wait(Timeout)
if not finished then
finished = true
coroutine.resume(thread, nil, "Decompiler timed out")
end
end)
return coroutine.yield()
end
end
local SharedStrings = {}
local sharedstrings = 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, String)
local Identifier = Base64_Encode(tostring(self.identifier))
self.identifier += 1
self[String] = Identifier -- Todo: The value of the md5 attribute is a Base64-encoded key. <SharedString> 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.. We probably need to do that too for sake of safety
return Identifier
end,
})
local Descriptors
Descriptors = {
__APIPRECISION = function(raw, default)
if raw == 0 or raw % 1 == 0 then
return raw
end
local Extreme = Descriptors.__EXTREMIFY(raw)
if Extreme then
return Extreme
end
local precision
if type(default) == "string" then -- TODO: This part isn't too necessary at all and affects speed
local dotIndex = Find(default, ".")
if dotIndex then
precision = #default - dotIndex
end
else
precision = default
end
if precision then
-- TODO: scientific notation formatting also takes place if value is a decimal (only counts if it starts with 0.) then values like 0.00008 will be formatted as 8.0000000000000006544e-05 ("%.19e"), it must have 5 or more consecutive (?) zeros for this, on other hand, if it doesn't start with 0. then e20+ format is applied in case it has 20 or more consecutive (?) zeros so 1e20 will be formatted as 1e+20 and upwards (1e+19 is not allowed, same as 1e-04 for decimals)
-- ? The good part is compression of value so less file size BUT at the potential cost of precision loss
return string.format("%." .. precision .. "f", raw)
end
return raw
end,
__BINARYSTRING = Base64_Encode,
__BIT = function(...) -- * Credits to Friend (you know yourself)
local Value = 0
for Index, Bit in { ... } do
if Bit then
Value += 2 ^ (Index - 1)
end
end
return Value
end,
__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 "<![CDATA[" .. raw .. "]]>"
end,
__ENUM = function(raw)
return raw.Value, "token"
end,
__ENUMNAME = function(raw)
return raw.Name
end,
__EXTREMIFY = function(raw)
local Extreme
if raw ~= raw then
Extreme = "NAN"
elseif raw == math.huge then
Extreme = "INF"
elseif raw == -math.huge then
Extreme = "-INF"
end
return Extreme
end,
__PROTECTEDSTRING = function(raw) -- ? its purpose is to "protect" data from being treated as ordinary character data during processing;
return Find(raw, "]]>") and Descriptors.string(raw, true) or Descriptors.__CDATA(raw)
end,
__SEQUENCE = function(raw, ValueFormat) --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 Converted = ""
for _, Keypoint in raw.Keypoints do
Converted ..= Keypoint.Time .. " " .. (ValueFormat and ValueFormat(Keypoint) or Keypoint.Value .. " " .. Keypoint.Envelope .. " ")
end
return Converted
end,
__VECTOR = function(X, Y, Z)
local Value = "<X>" .. X .. "</X><Y>" .. Y .. "</Y>" -- There is no Vector without at least two Coordinates.. (Vector1, at least on Roblox)
if Z then
Value ..= "<Z>" .. Z .. "</Z>"
end
return Value
end,
--------------------------------------------------------------
--------------------------------------------------------------
--------------------------------------------------------------
Axes = function(raw)
--The text of this element is formatted as an integer between 0 and 7
return "<axes>" .. Descriptors.__BIT(raw.X, raw.Y, raw.Z) .. "</axes>"
end,
-- BinaryString = function(raw)
-- end
BrickColor = function(raw) -- ! Oh well This might hurt Color3 / Color3uint8 properties
return raw.Number, "BrickColor" -- * 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 Descriptors.__VECTOR(X, Y, Z)
.. "<R00>"
.. R00
.. "</R00><R01>"
.. R01
.. "</R01><R02>"
.. R02
.. "</R02><R10>"
.. R10
.. "</R10><R11>"
.. R11
.. "</R11><R12>"
.. R12
.. "</R12><R20>"
.. R20
.. "</R20><R21>"
.. R21
.. "</R21><R22>"
.. R22
.. "</R22>",
"CoordinateFrame"
end,
Color3 = function(raw)
return "<R>" .. raw.R .. "</R><G>" .. raw.G .. "</G><B>" .. raw.B .. "</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
return 0xFF000000
+ (math.floor(raw.R * 255) * 0x10000)
+ (math.floor(raw.G * 255) * 0x100)
+ math.floor(raw.B * 255) -- ? It is recommended that Color3uint8 is encoded with text instead of elements.
-- 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 Descriptors.__SEQUENCE(raw, function(Keypoint)
local Value = Keypoint.Value
return Value.R .. " " .. Value.G .. " " .. Value.B .. " 0 "
end)
end,
Content = function(raw)
return raw == "" and "<null></null>" or "<url>" .. Descriptors.string(raw, true) .. "</url>"
end,
CoordinateFrame = function(raw)
return "<CFrame>" .. Descriptors.CFrame(raw) .. "</CFrame>"
end,
Faces = function(raw)
-- The text of this element is formatted as an integer between 0 and 63
return "<faces>"
.. Descriptors.__BIT(raw.Right, raw.Top, raw.Back, raw.Left, raw.Bottom, raw.Front)
.. "</faces>"
end,
Font = function(raw)
return "<Family>"
.. Descriptors.Content(raw.Family)
.. "</Family><Weight>"
.. Descriptors.__ENUM(raw.Weight)
.. "</Weight><Style>"
.. Descriptors.__ENUMNAME(raw.Style) -- Weird but this field accepts .Name of enum instead..
.. "</Style>" --TODO (OPTIONAL ELEMENT): Figure out how to determine (Content) <CachedFaceId><url>rbxasset://fonts/GothamSSm-Medium.otf</url></CachedFaceId>
end,
NumberRange = function(raw) -- tostring(raw) also works
--The value is the text content, formatted as a space-separated list of floating point numbers.
return raw.Min .. " " .. raw.Max --[[.. " "]] -- ! This might be required to bypass detections as thats how its formatted usually
end,
-- 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
if raw then
CustomPhysics = true
else
CustomPhysics = false
end
CustomPhysics = "<CustomPhysics>" .. Descriptors.bool(CustomPhysics) .. "</CustomPhysics>"
return raw
and CustomPhysics .. "<Density>" .. raw.Density .. "</Density><Friction>" .. raw.Friction .. "</Friction><Elasticity>" .. raw.Elasticity .. "</Elasticity><FrictionWeight>" .. raw.FrictionWeight .. "</FrictionWeight><ElasticityWeight>" .. raw.ElasticityWeight .. "</ElasticityWeight>"
or CustomPhysics
end,
-- ProtectedString = function(raw)
-- return tostring(raw), "ProtectedString"
-- end,
Ray = function(raw)
local vector3 = Descriptors.Vector3
return "<origin>" .. vector3(raw.Origin) .. "</origin><direction>" .. vector3(raw.Direction) .. "</direction>"
end,
Rect = function(raw)
local vector2 = Descriptors.Vector2
return "<min>" .. vector2(raw.Min) .. "</min><max>" .. vector2(raw.Max) .. "</max>", "Rect2D"
end,
-- Region3 = function(raw) --? Not sure yet
-- local vector3 = Descriptors.Vector3
-- local Position = raw.CFrame.Position
-- local Size = raw.Size
-- return "<min>"
-- .. vector3(Position - (Size * 0.5))
-- .. "</min><max>"
-- .. vector3(Position + (Size * 0.5))
-- .. "</max>"
-- end,
-- Region3int16 = function(raw) --? Not sure yet
-- local vector3int16 = Descriptors.Vector3int16
-- return "<min>" .. vector3int16(raw.Min) .. "</min><max>" .. vector3int16(raw.Max) .. "</max>"
-- end,
SharedString = function(raw)
raw = Base64_Encode(raw)
local Identifier = sharedstrings[raw]
if SharedStrings[Identifier] == nil then
SharedStrings[Identifier] = raw
end
return Identifier
end, -- TODO: Add Support for this https://github.com/RobloxAPI/spec/blob/master/formats/rbxlx.md#sharedstring
UDim = function(raw)
--[[
S: Represents the Scale component. Interpreted as a <float>.
O: Represents the Offset component. Interpreted as an <int>.
]]
return "<S>" .. raw.Scale .. "</S><O>" .. raw.Offset .. "</O>"
end,
UDim2 = function(raw)
--[[
XS: Represents the X.Scale component. Interpreted as a <float>.
XO: Represents the X.Offset component. Interpreted as an <int>.
YS: Represents the Y.Scale component. Interpreted as a <float>.
YO: Represents the Y.Offset component. Interpreted as an <int>.
]]
local X, Y = raw.X, raw.Y
return "<XS>"
.. X.Scale
.. "</XS><XO>"
.. X.Offset
.. "</XO><YS>"
.. Y.Scale
.. "</YS><YO>"
.. Y.Offset
.. "</YO>"
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 <float>.
Y: Represents the Y component. Interpreted as a <float>.
]]
return Descriptors.__VECTOR(raw.X, raw.Y)
end,
-- Vector2int16 = Descriptors.Vector2, -- except as <int>
Vector3 = function(raw)
--[[
X: Represents the X component. Interpreted as a <float>.
Y: Represents the Y component. Interpreted as a <float>.
Z: Represents the Z component. Interpreted as a <float>.
]]
return Descriptors.__VECTOR(raw.X, raw.Y, raw.Z)
end,
-- Vector3int16 = Descriptors.Vector3, -- except as <int>\
bool = tostring,
double = function(raw, default) -- Float64
return Descriptors.__APIPRECISION(raw, default or 17) --? A precision of at least 17 is required to properly represent a 64-bit floating point value, so this amount is recommended.
end, -- ? wouldn't float be better as an optimization
float = function(raw, default) -- Float32
return Descriptors.__APIPRECISION(raw, default or 9) -- ? A precision of at least 9 is required to properly represent a 32-bit floating point value, so this amount is recommended.
end,
int = function(raw) -- Int32
return Descriptors.__EXTREMIFY(raw) or raw
end,
string = function(raw, skipcheck)
return not skipcheck and raw == "" and raw or string.gsub(raw, EscapesPattern, Escapes)
end,
}
for DescriptorName, RedirectName in
{
NumberSequence = "__SEQUENCE",
Vector2int16 = "Vector2",
Vector3int16 = "Vector3",
int64 = "int", -- Int64 (long)
}
do
Descriptors[DescriptorName] = Descriptors[RedirectName]
end
for _, originalfuncname in { "getproperties", "getspecialinfo" } do -- * Some executors only allow certain Classes for this method (like UnionOperation, MeshPart, Terrain), for example Electron, Codex
local originalfunc = globalcontainer[originalfuncname]
if originalfunc then
globalcontainer[originalfuncname] = function(instance)
local ok, result = pcall(originalfunc, instance)
return ok and result or {}
end
end
end
local getproperties = globalcontainer.getproperties
if getproperties then
if globalcontainer.getspecialinfo then
local old_getspecialinfo = globalcontainer.getspecialinfo
globalcontainer.getspecialinfo = function(instance)
local specialinfo = getproperties(instance)
for Property, Value in old_getspecialinfo(instance) do
specialinfo[Property] = Value
end
return specialinfo
end
else
globalcontainer.getspecialinfo = getproperties
end
end
local getspecialinfo = globalcontainer.getspecialinfo
local function ArrayToDictionary(Table, HybridMode)
local tmp = {}
if HybridMode == "adjust" then
for Some1, Some2 in Table do
if type(Some1) == "number" then
tmp[Some2] = true
elseif type(Some2) == "table" then
tmp[Some1] = ArrayToDictionary(Some2, "adjust") -- Some1 is Class, Some2 is Name
else
tmp[Some1] = Some2
end
end
else
for _, Key in Table do
tmp[Key] = true
end
end
return tmp
end
local ClassList
local NotScriptableFixes = {
BasePart = { -- TODO: Find a way to integrate this into settings
Color3uint8 = "Color",
},
} -- For more info: https://github.com/luau/UniversalSynSaveInstance/blob/master/Tests/Potentially%20Missing%20Properties%20Tracker.luau
do
-- TODO: More @ https://github.com/Dekkonot/rbx-instance-serializer/blob/master/src/API.lua#L19
-- ! IgnoreClassProperties aren't needed anymore due to CanSave filter (see below)
-- local IgnoreClassProperties = {
-- GuiObject = { "Transparency" },
-- Instance = { "Parent" }, -- ClassName isn't included because CanLoad & CanSave are false on it
-- BasePart = { "BrickColor" },
-- Attachment = { "WorldCFrame" },
--} -- GuiObject.Transparency is almost always 1 meaning everything will be transparent; Instance.Parent is useless in xml (no idea about binary); BasePart.BrickColor hurts other Color3 properties; Attachment.WorldCFrame breaks Attachment.CFrame (and is hidden anyway)
-- for Class, Properties in IgnoreClassProperties do
-- IgnoreClassProperties[Class] = ArrayToDictionary(Properties)
-- end
local function FetchAPI()
local API_Dump_Url =
"https://raw.githubusercontent.com/MaximumADHD/Roblox-Client-Tracker/roblox/Mini-API-Dump.json"
local API_Dump = game:HttpGet(API_Dump_Url, true)
local classList = {}
local function ReturnPropertyInfo(Member, PropertyName)
local MemberTags = Member.Tags
local Special
if MemberTags then
MemberTags = ArrayToDictionary(MemberTags)
Special = MemberTags.NotScriptable
-- if MemberTags.Deprecated then -- ! Replaced by CanSave true filter (we could also only filter with CanSave here but if its on same level as CanLoad we possibly reduce amount of things we save therefore file size. if Roblox deems something not worth to save why should we save it too)
-- Allowed = nil
-- end
end
-- if Allowed then
local ValueType = Member.ValueType
local Property = {
Name = PropertyName,
Category = ValueType.Category,
Default = Member.Default,
-- Tags = MemberTags,
ValueType = ValueType.Name,
}
if Special then
Property.Special = true
end
return Property
end
for _, API_Class in service.HttpService:JSONDecode(API_Dump).Classes do
local Class = {}
local ClassName = API_Class.Name
local ClassTags = API_Class.Tags
if ClassTags then
ClassTags = ArrayToDictionary(ClassTags)
end
-- ClassInfo.Name = ClassName
Class.Tags = ClassTags -- or {}
Class.Superclass = API_Class.Superclass
local ClassProperties = {}
local Fix = NotScriptableFixes[ClassName]
local ClassFixes
if Fix then
ClassFixes = {}
for ToFix, FixName in Fix do
ClassFixes[FixName] = ToFix
end
end
for _, Member in API_Class.Members do
if Member.MemberType == "Property" then
local PropertyName = Member.Name
local Serialization = Member.Serialization
if Serialization.CanSave and 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 Ignored = IgnoreClassProperties[ClassName]
-- if not (Ignored and Ignored[PropertyName]) then
-- local Allowed = true
ClassProperties[PropertyName] = ReturnPropertyInfo(Member, PropertyName)
-- end
elseif ClassFixes then
local ToFix = ClassFixes[PropertyName]
if ToFix then
Fix[ToFix] = ReturnPropertyInfo(Member, PropertyName)
end
end
-- end
end
end
Class.Properties = ClassProperties
classList[ClassName] = Class
end
-- classList.Instance.Properties.Parent = nil -- ? Not sure if this is a better option than filtering throguh properties to remove this
return classList
end
local ok, result = pcall(FetchAPI)
if ok then
ClassList = result
else
warn(result)
return
end
end
local inheritedproperties = setmetatable({}, {
__index = function(self, ClassName)
local proplist = {}
local layer = ClassList[ClassName]
while layer do
-- proplist = table.move(_list_0, 1, #_list_0, #proplist + 1, proplist)
for _, p in layer.Properties do
table.insert(proplist, table.clone(p))
end
layer = ClassList[layer.Superclass]
end
self[ClassName] = proplist
return proplist
end,
})
local classreplicas = setmetatable({}, {
__index = function(self, ClassName)
local Replica = Instance.new(ClassName) -- ! Might need to pcall this
self[ClassName] = Replica
return Replica
end,
})
local referents = setmetatable({
identifier = 0,
}, {
__index = function(self, instance)
local referent = self.identifier -- Todo: Roblox encodes all <Item> 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. We probably need to do that too for sake of safety
self.identifier = referent + 1 -- Is faster than self.identifier += 1 for some reason
self[instance] = referent
return referent
end,
})
local globalenv = getgenv and getgenv() or _G
local StatusGui = globalenv.StatusGui
if not StatusGui then
StatusGui = Instance.new("ScreenGui")
globalenv.StatusGui = StatusGui
StatusGui.DisplayOrder = 2_000_000_000
StatusGui.OnTopOfCoreBlur = true
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 globalcontainer.gethui then
StatusGui.Name = randomString()
StatusGui.Parent = globalcontainer.gethui()
elseif globalcontainer.protectgui and not (is_sirhurt_closure or (syn and DrawingImmediate)) then
StatusGui.Name = randomString()
globalcontainer.protectgui(StatusGui)
StatusGui.Parent = service.CoreGui
else
local RobloxGui = service.CoreGui:FindFirstChild("RobloxGui")
if RobloxGui then
StatusGui.Parent = RobloxGui
else
StatusGui.Name = randomString()
StatusGui.Parent = service.CoreGui
end
end
local StatusText = Instance.new("TextLabel")
globalenv.StatusText = StatusText
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.Text = "Starting..."
StatusText.TextColor3 = Color3.new(1, 1, 1)
StatusText.TextScaled = true
StatusText.TextStrokeTransparency = 0.7
StatusText.TextXAlignment = Enum.TextXAlignment.Right
StatusText.TextYAlignment = Enum.TextYAlignment.Top
end
local function synsaveinstance(CustomOptions)
table.clear(SharedStrings)
local total = ""
local savebuffer = {}
local StatusTextClone
local OPTIONS
OPTIONS = {
mode = "optimized", -- Change this to invalid mode like "custom" if you only want extrainstances; -- ! "optimized" mode is NOT supported with OPTIONS.Object option
noscripts = false,
scriptcache = true,
-- decomptype = "new", -- * Deprecated
timeout = 10, -- Description: If the decompilation run time exceeds this value it gets cancelled.
--* New:
__DEBUG_MODE = false, -- Recommended to enable if you wish to help us improve our products and find bugs / issues with it!
--Callback = nil, -- Description: If set, the serialized data will be sent to the callback instead of to file.
--Clipboard = 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.
--[[ Explanation of structure for DecompileIgnore
{
"Chat", - This ignores any instance with "Chat" ClassName
Players = {"MyPlayerName"} - This ignores any descendants of instance with "Players" Class AND "MyPlayerName" Name ONLY
workspace, - This ignores only the this specific instance & it's descendants (Workspace in our case)
}
]]
DecompileIgnore = { -- * Clean these up (merged Old Syn and New Syn)
service.Chat,
service.TextChatService,
}, -- Scripts inside of these ClassNames will be saved but not decompiled
IgnoreProperties = {},
--[[ Explanation of structure for IgnoreList
{
"Chat", - This ignores any instance with "Chat" ClassName
Players = {"MyPlayerName"} - This ignores any descendants of instance with "Players" Class AND "MyPlayerName" Name ONLY
workspace, - This ignores only the this specific instance & it's descendants (Workspace in our case)
StarterPlayer = false, - This saves StarterPlayer without it's descendants
}
]]
IgnoreList = { service.CoreGui, service.CorePackages },
ExtraInstances = {}, -- use mode "invalidmode" to only save these instances
NilInstances = false, -- Description: Save nil instances.
NilInstancesFixes = {
-- Service = function(instance) end, -- ? Have yet to encounter a case where an Instance with Service Tag is deleted
},
ScriptsClasses = { "LocalScript", "ModuleScript", Script = false }, -- Please keep this updated; "= false" means it won't be decompiled
IgnoreDefaults = {
__api_dump_class_not_creatable__ = true,
__api_dump_no_string_value__ = true,
__api_dump_skipped_class__ = true,
-- __api_dump_write_only_property__ = true, -- ? Is this needed
},
ShowStatus = true,
FilePath = false, -- does not need to contain a file extension, only the name of the file.
Object = false, -- 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 like game.Workspace for example; "optimized" mode is NOT supported with this option
-- Binary = false, -- true in syn newer versions (false in our case because no binary support yet), Description: Saves everything i Binary Mode (rbxl/rbxm).
-- Decompile = not OPTIONS.noscripts, -- ! This takes priority over OPTIONS.noscripts if set, Description: If true scripts will be decompiled.
-- DecompileTimeout = OPTIONS.timeout, -- ! This takes priority over OPTIONS.timeout if set
IgnoreDefaultProperties = true, -- Description: When enabled it will ignore default properties while saving.
IgnoreNotArchivable = true, -- Description: Ignores the Archivable property and saves Non-Archivable instances.
IgnorePropertiesOfNotScriptsOnScriptsMode = false, -- Ignores property of every instance that is not a script in "scripts" mode
IgnoreSpecialProperties = false, -- true will disable Terrain & Break MeshPart Sizes (very likely)
IsolateStarterPlayer = false, --If enabled, StarterPlayer will be cleared and the saved starter player will be placed into folders.
IsolateLocalPlayer = false, -- Saves Children of LocalPlayer as separate folder and prevents any instance of ClassName Player with .Name identical to LocalPlayer.Name from saving
IsolateLocalPlayerCharacter = false, -- Saves Children of LocalPlayer.Character as separate folder and prevents any instance of ClassName Player with .Name identical to LocalPlayer.Name from saving
-- 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, --Description: Includes already decompiled code in the output. No new scripts are decompiled.
SaveNonCreatable = false, --Description: 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)
RemovePlayerCharacters = true, -- Description: Ignore player characters while saving.
SavePlayers = false, -- 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
SaveCacheInterval = 0x1600, -- The less the more often it saves, but that would mean less performance due to constantly saving
ReadMe = true,
-- ! Risky
AllowResettingProperties = false, -- Enables Resetting of properties for sake of checking their default value (Useful for cases when Instance is NotCreatable like services yet we need to get the default value ) then sets the property back to the original value, which might get detected by some games --! WARNING: Sometimes Properties might not be able to be set to the original value due to circumstances
IgnoreSharedStrings = true, -- ! FIXES CRASHES (TEMPORARY, TESTED ON ROEXEC ONLY); FEEL FREE TO DISABLE THIS TO SEE IF IT WORKS FOR YOU
SharedStringOverwrite = false, -- ! 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)
OptionsAliases = {
FilePath = "FileName",
IgnoreDefaultProperties = "IgnoreDefaultProps",
SavePlayers = "IsolatePlayers",
scriptcache = "DecompileJobless",
timeout = "DecompileTimeout",
},
}
do
local function NilInstanceFixGeneral(Name, ClassName)
return function(instance, InstancePropertyOverrides)
local Exists = OPTIONS.NilInstancesFixes[Name]
local Fix
local DoesntExist = not Exists
if DoesntExist then
Fix = Instance.new(ClassName)
OPTIONS.NilInstancesFixes[Name] = Fix
-- Fix.Name = Name
InstancePropertyOverrides[Fix] = { __Children = { instance }, Properties = { Name = Name } }
else
Fix = Exists
end
table.insert(InstancePropertyOverrides[Fix].__Children, instance)
-- InstancePropertyOverrides[instance].Parent = AnimationController
if DoesntExist then
return Fix
end
end
end
OPTIONS.NilInstancesFixes.Animator = NilInstanceFixGeneral(
"Animator has to be placed under Humanoid or AnimationController",
"AnimationController"
)
-- 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.AdPortal = NilInstanceFixGeneral("AdPortal must be parented to a Part", "Part")
OPTIONS.NilInstancesFixes.BaseWrap =
NilInstanceFixGeneral("BaseWrap must be parented to a MeshPart", "MeshPart")
OPTIONS.NilInstancesFixes.Attachment =
NilInstanceFixGeneral("Attachments must be parented to a BasePart or another Attachment", "Part") -- * Bones inherit from Attachments
local Type = typeof(CustomOptions)
if Type == "table" then
for key, value in CustomOptions do
if OPTIONS[key] == nil then
for Option, Alias in OPTIONS.OptionsAliases do
if key == Alias then
OPTIONS[Option] = value
break
end
end
else
OPTIONS[key] = value
end
end
local Decompile = CustomOptions.Decompile
if Decompile ~= nil then
OPTIONS.noscripts = not Decompile
end
local IgnoreArchivable = CustomOptions.IgnoreArchivable
if IgnoreArchivable ~= nil then
OPTIONS.IgnoreNotArchivable = not IgnoreArchivable
end
local SavePlayerCharacters = CustomOptions.SavePlayerCharacters
if SavePlayerCharacters ~= nil then
OPTIONS.RemovePlayerCharacters = not SavePlayerCharacters
end
elseif Type == "Instance" and CustomOptions ~= game then
CustomOptions = { FilePath = CustomOptions }
else
CustomOptions = {}
end
end
local InstancePropertyOverrides = {}
local DecompileIgnore, IgnoreList, IgnoreProperties, ScriptsClasses =
ArrayToDictionary(OPTIONS.DecompileIgnore, "adjust"),
ArrayToDictionary(OPTIONS.IgnoreList, "adjust"),
ArrayToDictionary(OPTIONS.IgnoreProperties, "adjust"),
ArrayToDictionary(OPTIONS.ScriptsClasses, "adjust")
local __DEBUG_MODE = OPTIONS.__DEBUG_MODE
local FilePath = OPTIONS.FilePath
local SaveCacheInterval = OPTIONS.SaveCacheInterval
local ToSaveInstance = OPTIONS.Object
local IgnoreDefaultProperties = OPTIONS.IgnoreDefaultProperties
local IgnoreDefaults = OPTIONS.IgnoreDefaults
local IgnoreNotArchivable = OPTIONS.IgnoreNotArchivable
local IgnorePropertiesOfNotScriptsOnScriptsMode = OPTIONS.IgnorePropertiesOfNotScriptsOnScriptsMode
local IgnoreSpecialProperties = OPTIONS.IgnoreSpecialProperties
local IsolateLocalPlayer = OPTIONS.IsolateLocalPlayer
local IsolateLocalPlayerCharacter = OPTIONS.IsolateLocalPlayerCharacter
local IsolateStarterPlayer = OPTIONS.IsolateStarterPlayer
local SavePlayers = OPTIONS.SavePlayers
local SaveNonCreatable = OPTIONS.SaveNonCreatable
local DecompileJobless = OPTIONS.DecompileJobless
local ScriptCache = OPTIONS.scriptcache
local Timeout = OPTIONS.timeout
local AllowResettingProperties = OPTIONS.AllowResettingProperties
local IgnoreSharedStrings = OPTIONS.IgnoreSharedStrings
local SharedStringOverwrite = OPTIONS.SharedStringOverwrite
local ldeccache = globalenv.scriptcache
local depth = 0
local DecompileIgnoring, ToSaveList, ldecompile, placename, elapse_t
if ToSaveInstance == game then
ToSaveInstance = nil
end
do
local mode = string.lower(OPTIONS.mode)
local tmp = table.clone(OPTIONS.ExtraInstances)
local PlaceId = game.PlaceId
if ToSaveInstance then
if mode == "optimized" then -- ! NOT supported with Model file mode
mode = "full"
end
for _, key in
{
"IsolateLocalPlayerCharacter",
"IsolateStarterPlayer",
"SavePlayers",
"IsolateLocalPlayer",
"NilInstances",
}
do
if not CustomOptions[key] then
OPTIONS[key] = false
end
end
placename = (FilePath or "model" .. PlaceId .. "_" .. ToSaveInstance:GetDebugId(0)) .. ".rbxmx" -- * GetDebugId is only unique per instance within same game session, after rejoining it might be different
else
placename = (FilePath or "place" .. PlaceId) .. ".rbxlx"
end
if mode ~= "scripts" then
IgnorePropertiesOfNotScriptsOnScriptsMode = nil
end
local TempRoot = ToSaveInstance or game
if mode == "full" then
tmp = TempRoot:GetChildren()
elseif mode == "optimized" then -- ! Incompatible with .rbxmx (Model file) mode
-- if SavePlayers then
-- table.insert(_list_0, "Players")
-- end
for _, x in
{
"Chat",
"InsertService",
"JointsService",
"Lighting",
"MaterialService",
"Players",
"ReplicatedFirst",
"ReplicatedStorage",
"ServerScriptService", -- ? Why
"ServerStorage", -- ? Why
"SoundService",
"StarterGui",
"StarterPack",
"StarterPlayer",
"Teams",
"TextChatService",
"Workspace",
}
do
table.insert(tmp, service[x])
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 ScriptsClasses[instance.ClassName] 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
end
if ScriptCache and not ldeccache then
ldeccache = {}
globalenv.scriptcache = ldeccache
end
if OPTIONS.noscripts then
ldecompile = function()
return "-- Decompiling is disabled"
end
elseif DecompileHandler then
ldecompile = function(Script)
-- local name = scr.ClassName .. scr.Name
do
if ScriptCache then
local Cached = ldeccache[Script]
if Cached then
return Cached
elseif DecompileJobless then
return "-- Not found in already decompiled ScriptCache"
end
else
task.wait()
end
end
local ok, result = DecompileHandler(Script, Timeout)
ldeccache[Script] = result -- ? Should we cache even if it timed out?
return ok and result or "--[[ Failed to decompile\nReason:\n" .. (result or "") .. "\n]]"
end
else
ldecompile = function()
return "-- Decompiling is NOT supported on your executor"
end
end
local function getsafeproperty(instance, PropertyName)
return instance[PropertyName]
end
local function setsafeproperty(instance, PropertyName, Value)
instance[PropertyName] = Value
end
local function IsPropertyModified(instance, ProperyName)
return instance:IsPropertyModified(ProperyName)
end
local function ResetPropertyToDefault(instance, ProperyName)
instance:ResetPropertyToDefault(ProperyName)
end
local function SetProperty(instance, PropertyName, Value)
local ok = pcall(setsafeproperty, instance, PropertyName, Value)
if not ok then
ok = pcall(sethiddenproperty, instance, PropertyName, Value)
end
return ok
end
local function ReadProperty(Property, instance, PropertyName, specialProperties, Special)
local raw
local InstanceOverride = InstancePropertyOverrides[instance]
if InstanceOverride then
local PropertyOverride = InstanceOverride.Properties[PropertyName]
if PropertyOverride then
return PropertyOverride, specialProperties
end
end
local function FilterResult(Result) -- ? raw == nil thanks to SerializedDefaultAttributes; "can't get value" - "shap" Roexec; "Invalid value for enum " - "StreamingPauseMode" (old games probably) Roexec
return Result == nil
or Result == "can't get value"
or type(Result) == "string"
and (Find(Result, "Unable to get property " .. PropertyName) or Property.Category == "Enum" and Find(
Result,
"Invalid value for enum "
))
end
if Special then
if specialProperties == nil and getspecialinfo then
specialProperties = getspecialinfo(instance)
raw = specialProperties[PropertyName]
end
if raw == nil then
local ok, result = pcall(gethiddenproperty, instance, PropertyName)
if ok then
raw = result
end
end
if FilterResult(raw) then
-- * Skip next time we encounter this too perhaps
-- Property.Special = false
-- Property.CanRead = false
return "__BREAK", specialProperties -- ? 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
else
local CanRead = Property.CanRead
if CanRead == nil then
local ok, result = pcall(getsafeproperty, instance, PropertyName)
if ok then
raw = result
else
if specialProperties == nil and getspecialinfo then
specialProperties = getspecialinfo(instance)
raw = specialProperties[PropertyName]
end
if raw == nil then
ok, result = pcall(gethiddenproperty, instance, PropertyName)
if ok then
raw = result
Property.Special = true
end
else
ok = true
Property.Special = true
end
end
Property.CanRead = ok
if not ok or FilterResult(raw) then
return "__BREAK", specialProperties
end
elseif true == CanRead then
raw = instance[PropertyName]
elseif false == CanRead then -- * Skips because we've checked this property before
return "__BREAK", specialProperties
end
end
return raw, specialProperties
end
local function ReturnItem(ClassName, instance)
local x = string.rep("\t", depth)
return "\n"
.. x
.. '<Item class="'
.. ClassName
.. '" referent="'
.. referents[instance]
.. '">\n'
.. x
.. "\t<Properties>" -- TODO: Ideally this shouldn't return <Properties> 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 "\n"
.. string.rep("\t", depth + 2)
.. "<"
.. Tag
.. ' name="'
.. PropertyName
.. '">'
.. Value
.. "</"
.. Tag
.. ">"
end
local function ApiFormatify(Value, Category, ValueType, Default)
if Category == "Enum" then
Value = Descriptors.__ENUMNAME(Value)
elseif Category == "Primitive" then
Value = Descriptors[ValueType](Value, Default)
end
return tostring(Value)
end
local function ReturnValueAndTag(raw, ValueType, Descriptor)
local value, tag = (Descriptor or Descriptors[ValueType])(raw)
return value, tag == nil and ValueType or tag
end
local function InheritsFix(Fixes, instance)
for className, fix in Fixes do
if instance:IsA(className) then
return fix
end
end
end
local function getsizeformat()
local Size
local buffersize = #total
for Index, BinaryPrefix in
{
"B",
"KB",
"MB",
"GB",
"TB",
}
do
if buffersize < 0x400 ^ Index then
Size = math.floor(buffersize / (0x400 ^ (Index - 1)) * 10) / 10 .. " " .. BinaryPrefix
break
end
end
return Size
end
local function savecache()
local savestr = table.concat(savebuffer)
total ..= savestr
writefile(placename, total)
if StatusTextClone then
StatusTextClone.Text = "Saving.. Size: " .. getsizeformat()
end
savebuffer = {}
task.wait()
end
local function savespecific(ClassName, Properties)
local Ref = Instance.new(ClassName)
local Item = ReturnItem(Ref.ClassName, Ref)
for PropertyName, PropertyValue in Properties do
local Class, value, tag
-- TODO: Improve all sort of overrides & exceptions in the code (code below is awful)
if "Source" == PropertyName then
tag = "ProtectedString"
value = Descriptors.__PROTECTEDSTRING(PropertyValue)
Class = "Script"
elseif "Name" == PropertyName then
Class = "Instance"
local ValueType = ClassList[Class].Properties[PropertyName].ValueType
value, tag = ReturnValueAndTag(PropertyValue, ValueType)
end
if Class then
Item ..= ReturnProperty(tag, PropertyName, value)
end
end
Item ..= "</Properties>"
return Item
end
local function savehierarchy(Hierarchy, Afterwards)
if SaveCacheInterval < #savebuffer then
savecache()
end
depth += 1
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 Class = ClassList[ClassName]
if not Class then
continue
end
local InstanceName = instance.Name
local OnIgnoredList = IgnoreList[ClassName]
if OnIgnoredList and (OnIgnoredList == true or OnIgnoredList[InstanceName]) then
continue
end
if not DecompileIgnoring then
DecompileIgnoring = DecompileIgnore[instance]
if DecompileIgnoring == nil then
local DecompileIgnored = DecompileIgnore[ClassName]
DecompileIgnoring = DecompileIgnored
and (DecompileIgnored == true or DecompileIgnored[InstanceName])
end
if DecompileIgnoring then
DecompileIgnoring = instance
end
end
local InstanceOverride
if ClassName == "Player" or ClassName == "PlayerScripts" or ClassName == "PlayerGui" then
if SaveNonCreatable then
if InstanceName ~= ClassName then
InstanceOverride = InstancePropertyOverrides[instance]
if not InstanceOverride then
InstanceOverride = { Properties = {} }
InstancePropertyOverrides[instance] = InstanceOverride
end
InstanceOverride.Properties.Name = "[" .. ClassName .. "] " .. InstanceName -- ! Assuming anything that has __Children will have .Properties
end
ClassName = "Folder"
else
continue -- They won't show up in Studio anyway (Enable SavePlayers if you wish to bypass this)
end
end
if not InstanceOverride then
InstanceOverride = InstancePropertyOverrides[instance]
end
local ChildrenOverride = InstanceOverride and InstanceOverride.__Children
if ChildrenOverride then
table.insert(savebuffer, savespecific(ClassName, InstanceOverride.Properties)) -- ! Assuming anything that has __Children will have .Properties
else
-- local Properties =
table.insert(savebuffer, ReturnItem(ClassName, instance)) -- TODO: Ideally this shouldn't return <Properties> as well as the line below to close it IF IgnorePropertiesOfNotScriptsOnScriptsMode is ENABLED
if not (IgnorePropertiesOfNotScriptsOnScriptsMode and ScriptsClasses[ClassName] == nil) then
local specialProperties, Replica
for _, Property in inheritedproperties[ClassName] do
local PropertyName = Property.Name
if IgnoreProperties[PropertyName] then
continue
end
local Special = Property.Special
if IgnoreSpecialProperties and Special then
continue
end
local ValueType = Property.ValueType
if IgnoreSharedStrings and ValueType == "SharedString" then -- ? More info in Options
continue
end
local raw
raw, specialProperties =
ReadProperty(Property, instance, PropertyName, specialProperties, Special)
local Old_Property, Old_PropertyName, Old_Special, Old_ValueType
if raw == "__BREAK" then -- ! Assuming __BREAK is always returned when there's a failure to read a property
local Fix = InheritsFix(NotScriptableFixes, instance) -- TODO: Edit this into a NotScriptableFixes[instance] once there is at least one class which can be indexed without IsA
if Fix then
local PropertyFix = Fix[PropertyName]
if PropertyFix then
Old_Property, Old_PropertyName, Old_Special, Old_ValueType =
Property, PropertyName, Special, ValueType
Property, PropertyName = PropertyFix, PropertyFix.Name
Special, ValueType = Property.Special, Property.ValueType
raw, specialProperties =
ReadProperty(Property, instance, PropertyName, specialProperties, Special)
if raw == "__BREAK" then
continue
end
else
continue
end
else
continue
end
end
if SharedStringOverwrite and ValueType == "BinaryString" then -- TODO: Convert this to table if more types are added
ValueType = "SharedString"
end
local Category = Property.Category
if IgnoreDefaultProperties and PropertyName ~= "Source" then -- ? Source is special, might need to be changed to check for LuaSourceContainer IsA instead
local ok, IsModified = pcall(IsPropertyModified, instance, PropertyName) -- ? Not yet enabled lol (580)
if ok and not IsModified then
continue
end
local Default = Property.Default
if IgnoreDefaults[Default] then
local ClassTags = ClassList[ClassName].Tags
local NotCreatable = ClassTags and ClassTags.NotCreatable -- __api_dump_class_not_creatable__ also indicates this
local Reset
if NotCreatable then -- TODO: This whole block should only run if Replica doesn't exist yet, except ResetPropertyToDefault because it's needed for just about every property of NotCreatable objects (in order to check default if undefined in API Dump)
if AllowResettingProperties then
Reset = pcall(ResetPropertyToDefault, instance, PropertyName)
if Reset and not Replica then
Replica = instance
end
end
elseif not Replica then
Replica = classreplicas[ClassName]
end
if Replica and not (NotCreatable and not Reset) then
Default = ReadProperty(Property, Replica, PropertyName, specialProperties, Special)
-- * Improve this along with specialProperties (merge or maybe store the method to Property.Special), get this property at any cost
if Reset and not SetProperty(Replica, PropertyName, raw) and __DEBUG_MODE then -- It has been reset
warn(
"FAILED TO SET BACK TO ORIGINAL VALUE (OPEN A GITHUB ISSUE): ",
ValueType,
ClassName,
PropertyName
)
end
Default = ApiFormatify(Default, Category, ValueType)
Property.Default = Default
end
elseif Default == "default" and ValueType == "PhysicalProperties" then
Default = "nil"
Property.Default = Default
end
if ApiFormatify(raw, Category, ValueType, Default) == Default then -- ! PhysicalProperties, Font, CFrame, BrickColor (and Enum to some extent) aren't being defaulted properly in the api dump, meaning an issue must be created.. (They're not being tostringed or fail to do so)
-- TODO: tostring(Vector3.new(0/0,math.huge,-math.huge)) returns lowercase Extremes - "nan, inf, -inf" meanwhile for everything else (in xml & dump defaults they seem to be uppercase), this can cause issues later on when a Vector3 Property comes out, default of which will include either of these of Extreme values (Needs to be watched)
-- print("Default not serializing", PropertyName)
continue
end
end
-- Serialization start
if Old_Property then
Property, PropertyName, Special, ValueType =
Old_Property, Old_PropertyName, Old_Special, Old_ValueType
end
local tag, value
if Category == "Class" then
tag = "Ref"
if raw then
value = referents[raw]
else
value = "null"
end
elseif Category == "Enum" then -- ! We do this order (Enums before Descriptors) specifically because Font Enum might get a Font Descriptor despite having Enum Category, unlike Font DataType which that Descriptor is meant for
value, tag = Descriptors.__ENUM(raw)
else
local Descriptor = Descriptors[ValueType]
if Descriptor then
value, tag = ReturnValueAndTag(raw, ValueType, Descriptor)
elseif "BinaryString" == ValueType then -- TODO: Try fitting this inside Descriptors
tag = ValueType
value = Descriptors.__BINARYSTRING(raw)
if -- ? Roblox doesn't CDATA anything else other than these as far as we know (feel free to prove us wrong)
PropertyName == "SmoothGrid"
or PropertyName == "MaterialColors"
or PropertyName == "PhysicsGrid"
then
value = Descriptors.__CDATA(value)
end
elseif "ProtectedString" == ValueType then -- TODO: Try fitting this inside Descriptors
tag = ValueType
if PropertyName == "Source" then
if ScriptsClasses[ClassName] == false then
value = "-- Server scripts can NOT be decompiled" --TODO: Could be not just server scripts in the future
else
if DecompileIgnoring then
value = "-- Ignored"
else
value = ldecompile(instance)
end
end
value = "-- Saved using UniversalSynSaveInstance https://discord.gg/wx4ThpAsmw\n\n"
.. value
end
value = Descriptors.__PROTECTEDSTRING(value)
-- elseif "UniqueId" == ValueType or "SecurityCapabilities" == ValueType then -- ? Not sure yet
-- tag, value = ValueType, raw
else
--OptionalCoordinateFrame and so on, we make it dynamic
local startIDX, endIDX = Find(ValueType, "Optional")
if startIDX == 1 then
-- Extract the string after "Optional"
Descriptor = Descriptors[string.sub(ValueType, endIDX + 1)]
if Descriptor then
if raw ~= nil then
value, tag = ReturnValueAndTag(raw, ValueType, Descriptor)
else
value, tag = "", ValueType
end
end
end
end
end
if tag then
table.insert(savebuffer, ReturnProperty(tag, PropertyName, value))
elseif __DEBUG_MODE then
warn("UNSUPPORTED TYPE (OPEN A GITHUB ISSUE): ", ValueType, ClassName, PropertyName)
end
end
end
table.insert(savebuffer, "\n" .. string.rep("\t", depth + 1) .. "</Properties>")
end
if SkipEntirely ~= false then -- ? We save instance without it's descendants in this case (== false)
local Children = ChildrenOverride or Afterwards or instance:GetChildren()
if #Children ~= 0 then
savehierarchy(Children)
end
end
if DecompileIgnoring and DecompileIgnoring == instance then
DecompileIgnoring = nil
end
table.insert(savebuffer, "\n" .. string.rep("\t", depth) .. "</Item>")
end
depth -= 1
end
local function saveextra(Name, Hierarchy, CustomClassName, Source)
table.insert(savebuffer, savespecific((CustomClassName or "Folder"), { Name = Name, Source = Source }))
if Hierarchy then
savehierarchy(Hierarchy)
end
table.insert(savebuffer, "</Item>")
end
local function savegame()
local Starter = '<roblox version="4">'
if ToSaveInstance then
Starter ..= '<Meta name="ExplicitAutoJoints">true</Meta>'
end
table.insert(savebuffer, Starter) --[[
-- ? 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 would decide to detect that
-- ? <External>null</External><External>nil</External> - <External> is a legacy concept that is no longer used.
]]
if ToSaveInstance then
savehierarchy({ ToSaveInstance }, ToSaveList)
else
savehierarchy(ToSaveList)
end
if IsolateLocalPlayer or IsolateLocalPlayerCharacter then
local Players = service.Players
local LocalPlayer = Players.LocalPlayer
if IsolateLocalPlayer then
SaveNonCreatable = true
saveextra("LocalPlayer", LocalPlayer:GetChildren())
end
if IsolateLocalPlayerCharacter then
local LocalPlayerCharacter = LocalPlayer.Character
if LocalPlayerCharacter then
saveextra("LocalPlayer Character", LocalPlayerCharacter:GetChildren())
end
end
end
if IsolateStarterPlayer then
-- SaveNonCreatable = true -- TODO: Enable if StarterPlayerScripts or StarterCharacterScripts stop showing up in isolated folder in Studio
saveextra("StarterPlayer", service.StarterPlayer:GetChildren())
end
if SavePlayers then
SaveNonCreatable = true
saveextra("Players", service.Players:GetChildren())
end
if OPTIONS.NilInstances and globalcontainer.getnilinstances then
local nilinstances = {}
local NilInstancesFixes = OPTIONS.NilInstancesFixes
for _, instance in globalcontainer.getnilinstances() do
if instance == game then
instance = nil
-- break
else
local ClassName = instance.ClassName
local Fix = NilInstancesFixes[ClassName]
if not Fix then -- ! This can cause some Classes to be fixed even though they might not need the fix (better be safe than sorry though); Like Bones inherit from Attachment if we dont define them in the NilInstancesFixes then this will catch them anyways
Fix = InheritsFix(NilInstancesFixes, instance)
end
if Fix then -- *
instance = Fix(instance, InstancePropertyOverrides)
-- continue
end
-- ? Have yet to encounter a case where an Instance with Service Tag is deleted
-- local Class = ClassList[ClassName]
-- if Class then
-- local ClassTags = Class.Tags
-- if ClassTags and ClassTags.Service then
-- instance.Parent = game
-- instance = nil
-- -- continue
-- end
-- end
end
if instance then
table.insert(nilinstances, instance)
end
end
SaveNonCreatable = true
saveextra("Nil Instances", nilinstances)
end
if OPTIONS.ReadMe then
saveextra(
"README",
nil,
"Script",
"--[[\n"
.. [[
Thank you for using SynSaveInstance Revival.
We recommended to save the game right away to take advantage of the binary format (if you didn't save in binary) AND to preserve values of certain properties if you used IgnoreDefaultProperties setting (as they might change in the future).
If your player cannot spawn into the game, please move the scripts in StarterPlayer elsewhere. (This is done by default)
If the chat system does not work, please use the explorer and delete everything inside the Chat service.
Or run `game:GetService("Chat"):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
If you can't move the Camera, run the scripts in the Studio Command Bar:
workspace.CurrentCamera.CameraType = Enum.CameraType.Fixed
This file was generated with the following settings:
]]
.. service.HttpService:JSONEncode(OPTIONS)
.. "\n\nElapsed time: "
.. os.clock() - elapse_t
.. "\n]]"
)
end
local tmp = { "<SharedStrings>" }
for Identifier, Value in SharedStrings do
table.insert(tmp, '<SharedString md5="' .. Identifier .. '">' .. Value .. "</SharedString>")
end
if 1 < #tmp then -- TODO: This sucks so much because we try to iterate a table just to check this (check above)
table.insert(savebuffer, table.concat(tmp))
table.insert(savebuffer, "</SharedStrings>")
end
table.insert(savebuffer, "</roblox>")
savecache()
end
if OPTIONS.ShowStatus then
local Exists = StatusGui:FindFirstChild("TextLabel")
if Exists then
Exists:Destroy()
end
StatusTextClone = globalenv.StatusText:Clone()
StatusTextClone.Parent = StatusGui
end
local Connections
do
local Players = service.Players
local LocalPlayer = Players.LocalPlayer
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
elseif IsolateLocalPlayerCharacter then
IgnoreCharacter(LocalPlayer)
end
end
if IsolateLocalPlayer and IgnoreList.Player ~= true then
IgnoreList[LocalPlayer] = true
end
end
if IsolateStarterPlayer then
IgnoreList.StarterPlayer = false
end
if SavePlayers then
IgnoreList.Players = false
end
do
elapse_t = os.clock()
local ok, err = xpcall(savegame, function(err)
return debug.traceback(err)
end)
for _, Connection in Connections do
Connection:Disconnect()
end
if StatusTextClone then
task.spawn(function()
elapse_t = os.clock() - elapse_t
local Log10 = math.log10(elapse_t)
local ExtraTime = 10
if ok then
StatusTextClone.Text = string.format("Saved! Time %.3f seconds; Size %s", elapse_t, getsizeformat())
task.wait(Log10 * 2 + ExtraTime)
else
StatusTextClone.Text = "Failed! Check F9 console for more info"
warn("Error found while saving:")
warn(err)
task.wait(Log10 + ExtraTime)
end
StatusTextClone:Destroy()
end)
end
end
end
synsaveinstance({ __DEBUG_MODE = true })