Files
UniversalSynSaveInstance/saveinstance.luau

3349 lines
112 KiB
Lua

--!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. <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..
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("<fffffffff", R00, R01, R02, R10, R11, R12, R20, R21, R22)]
local len = rotation_ID and 13 or 49
local b = buffer.create(len)
-- ? TODO cleaner but slower ?
-- local write_vector3 = Descriptors.Vector3
-- local pos = write_vector3(raw.Position)
-- buffer.copy(b, 0, pos)
buffer.writef32(b, 0, X)
buffer.writef32(b, 4, Y)
buffer.writef32(b, 8, Z)
if rotation_ID then
buffer.writeu8(b, 12, rotation_ID)
else
buffer.writeu8(b, 12, 0x0)
-- ? TODO cleaner but slower ?
-- buffer.copy(b, 13, write_vector3(raw.XVector)) -- R00, R10, R20
-- buffer.copy(b, 13 + 12, write_vector3(raw.YVector)) -- R01, R11, R21
-- buffer.copy(b, 13 + 24, write_vector3(raw.ZVector)) -- R02, R12, R22
buffer.writef32(b, 13, R00)
buffer.writef32(b, 17, R01)
buffer.writef32(b, 21, R02)
buffer.writef32(b, 25, R10)
buffer.writef32(b, 29, R11)
buffer.writef32(b, 33, R12)
buffer.writef32(b, 37, R20)
buffer.writef32(b, 41, R21)
buffer.writef32(b, 45, R22)
end
return b, len
end,
["EnumItem"] = function(raw)
local b_Name, Name_size = Binary_Descriptors.string(tostring(raw.EnumType))
local len = Name_size + 4
local b = buffer.create(len)
buffer.copy(b, 0, b_Name)
buffer.writeu32(b, Name_size, raw.Value)
return b, len
end,
["NumberSequence"] = nil,
-- ["NumberSequenceKeypoint"] = nil, -- TODO Only impl. if necessary because NumberSequence will reference this therefore slowing down itself
["ColorSequence"] = function(raw)
return Binary_Descriptors.__SEQUENCE(raw, function(color3, b, offset)
buffer.copy(b, offset, Binary_Descriptors.Color3(color3))
return 12
end, 20, 0)
end,
-- ["ColorSequenceKeypoint"] = nil, -- TODO Only impl. if necessary because ColorSequence will reference this therefore slowing down itself
["NumberRange"] = function(raw)
local b = buffer.create(8)
buffer.writef32(b, 0, raw.Min)
buffer.writef32(b, 4, raw.Max)
return b, 8
end,
["Rect"] = function(raw)
local b = buffer.create(16)
local Vector2__descriptor = Binary_Descriptors.Vector2
local Min = Vector2__descriptor(raw.Min)
buffer.copy(b, 0, Min)
local Max = Vector2__descriptor(raw.Max)
buffer.copy(b, 8, Max)
return b, 16
end,
["PhysicalProperties"] = function(raw) -- ? Not sure yet (https://github.com/RobloxAPI/spec/blob/master/properties/drafts/AttributesSerializeFull.md#physicalproperties)
local len = 1
if raw then
len += 20
end
local b = buffer.create(len)
buffer.writeu8(b, 0, raw and 1 or 0)
if raw then
buffer.writef32(b, 1, raw.Density)
buffer.writef32(b, 5, raw.Friction)
buffer.writef32(b, 9, raw.Elasticity)
buffer.writef32(b, 13, raw.FrictionWeight)
buffer.writef32(b, 17, raw.ElasticityWeight)
end
return b, len
end,
["Region3"] = function(raw)
local b = buffer.create(24)
local Vector3__descriptor = Binary_Descriptors.Vector3
local Min = Vector3__descriptor(raw.Min)
buffer.copy(b, 0, Min)
local Max = Vector3__descriptor(raw.Max)
buffer.copy(b, 12, Max)
return b, 24
end,
["Region3int16"] = function(raw)
local b = buffer.create(12)
local Vector3int16__descriptor = Binary_Descriptors.Vector3int16
local Min = Vector3int16__descriptor(raw.Min)
buffer.copy(b, 0, Min)
local Max = Vector3int16__descriptor(raw.Max)
buffer.copy(b, 6, Max)
return b, 12
end,
["Font"] = 636 < CLIENT_VERSION and function(raw)
local string__descriptor = Binary_Descriptors.string
local b_Family, Family_size = string__descriptor(raw.Family)
local b_CachedFaceId, CachedFaceId_size = string__descriptor("")
local len = 3 + Family_size + CachedFaceId_size
local b = buffer.create(len)
local ok_w, weight = pcall(index, raw, "Weight")
local ok_s, style = pcall(index, raw, "Style")
buffer.writeu16(b, 0, ok_w and weight.Value or 0)
buffer.writeu8(b, 2, ok_s and style.Value or 0)
buffer.copy(b, 3, b_Family)
buffer.copy(b, 3 + Family_size, b_CachedFaceId)
return b, len
end or function(raw)
local string__descriptor = Binary_Descriptors.string
local b_Family, Family_size = string__descriptor(raw.Family)
local b_CachedFaceId, CachedFaceId_size = string__descriptor("")
local len = 3 + Family_size + CachedFaceId_size
local b = buffer.create(len)
local FontString = tostring(raw)
local EmptyWeight = string_find(FontString, "Weight = ,")
local EmptyStyle = string_find(FontString, "Style = }")
buffer.writeu16(b, 0, EmptyWeight and 0 or raw.Weight.Value)
buffer.writeu8(b, 2, EmptyStyle and 0 or raw.Style.Value)
buffer.copy(b, 3, b_Family)
buffer.copy(b, 3 + Family_size, b_CachedFaceId)
return b, len
end,
}
do
Binary_Descriptors.NumberSequence = Binary_Descriptors.__SEQUENCE
end
local ESCAPES_PATTERN = "[&<>\"'\0\1-\9\11-\12\14-\31\127-\255]" -- * The safe way is to escape all five characters in text. However, the three characters " ' and > needn't be escaped in text
-- %z (\0 aka NULL) might not be needed as Roblox automatically converts it to space everywhere it seems like
-- Characters from: https://create.roblox.com/docs/en-us/ui/rich-text#escape-forms
-- * EscapesPattern should be ordered from most common to least common characters for sake of speed
-- * Might wanna use their numerical codes instead of named codes for reduced file size (Could be an Option)
-- TODO Maybe we should invert the pattern to only allow certain characters (future-proof)
local ESCAPES = {
["&"] = "&amp;", -- 38
["<"] = "&lt;", -- 60
[">"] = "&gt;", -- 62
['"'] = "&#34;", -- quot
["'"] = "&#39;", -- 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 "<![CDATA[" .. raw .. "]]>"
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 "<min>" .. descriptor(min) .. "</min><max>" .. descriptor(max) .. "</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 <float>
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>" .. __BIT(raw.X, raw.Y, raw.Z) .. "</axes>"
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>"
.. 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) -- Each element is a <float>
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
-- ? 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 "<null></null>" or "<url>" .. XML_Descriptors.string(raw) .. "</url>", "Content"
end,
CoordinateFrame = function(raw)
return "<CFrame>" .. XML_Descriptors.CFrame(raw) .. "</CFrame>"
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 "<faces>" .. __BIT(raw.Right, raw.Top, raw.Back, raw.Left, raw.Bottom, raw.Front) .. "</faces>"
end,
Font = 636 < CLIENT_VERSION
and function(raw)
-- TODO (OPTIONAL ELEMENT): Figure out how to determine (ContentId) <CachedFaceId><url>rbxasset://fonts/GothamSSm-Medium.otf</url></CachedFaceId>
--[[
? 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 "<Family>"
.. XML_Descriptors.ContentId(raw.Family)
.. "</Family><Weight>"
.. (ok_w and XML_Descriptors.__ENUM(weight) or "")
.. "</Weight><Style>"
.. (ok_s and style.Name or "") -- Weird but this field accepts .Name of enum instead..
.. "</Style>"
end
or function(raw)
local FontString = tostring(raw) -- TODO: Temporary fix
local EmptyWeight = string_find(FontString, "Weight = ,")
local EmptyStyle = string_find(FontString, "Style = }")
return "<Family>"
.. XML_Descriptors.ContentId(raw.Family)
.. "</Family><Weight>"
.. (EmptyWeight and "" or XML_Descriptors.__ENUM(raw.Weight))
.. "</Weight><Style>"
.. (EmptyStyle and "" or raw.Style.Name) -- Weird but this field accepts .Name of enum instead..
.. "</Style>"
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 = "<CustomPhysics>" .. XML_Descriptors.bool(raw and true or false) .. "</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 = XML_Descriptors.Vector3
return "<origin>" .. vector3(raw.Origin) .. "</origin><direction>" .. vector3(raw.Direction) .. "</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 <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 XML_Descriptors.__VECTOR(raw.X, raw.Y)
end,
Vector2int16 = nil,
-- 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 XML_Descriptors.__VECTOR(raw.X, raw.Y, raw.Z)
end,
Vector3int16 = nil,
-- Vector3int16 = Descriptors.Vector3, -- except as <int>\
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 <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.
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<Instance.ClassName> -- * {"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<table, table<Instance>> -- 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 =
'<!-- Saved by UniversalSynSaveInstance (Join to Copy Games) https://discord.gg/wx4ThpAsmw --><roblox version="4">'
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 '<Item class="' .. className .. '" referent="' .. ref .. '"><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 "<" .. tag .. ' name="' .. propertyName .. '">' .. value .. "</" .. tag .. ">"
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. <Item> must be closed with </Item> 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 ..= "</Properties>"
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 <Properties> 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] = "</Properties>"
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] = "</Item>"
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] = "</Item>"
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
-- ? <External>null</External><External>nil</External> - <External> is a legacy concept that is no longer used.
]]
header ..= '<Meta name="ExplicitAutoJoints">true</Meta>'
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 = { "<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)
savebuffer[savebuffer_size] = table.concat(tmp)
savebuffer_size += 1
savebuffer[savebuffer_size] = "</SharedStrings>"
savebuffer_size += 1
end
end
savebuffer[savebuffer_size] =
"</roblox><!-- Saved by UniversalSynSaveInstance (Join to Copy Games) https://discord.gg/wx4ThpAsmw -->"
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