Brings over some changes to rbx_dom_lua to validate attribute names
before calling `Instance:SetAttribute`. This should prevent Rojo from
falling over when it attempts to sync an attribute with an invalid name.
Due to the rewrite of the plugin's core sync loop and the change for the
Notify backend on MacOS, along with all the other changes in 7.4.0, it
makes sense for us to use a release candidate before actually cutting a
proper `7.4.0` release.
This PR aims to clean up the changelog in preparation for 7.4.0. We
should focus on making changes clear to users with examples, removing
any entries that they won't care about, and consolidating tightly
related changes
---------
Co-authored-by: boatbomber <zack@boatbomber.com>
Co-authored-by: Micah <48431591+nezuo@users.noreply.github.com>
Resolves#667
This PR:
- Introduces a new field in the project file: `scriptType` which has the
default value of `Class` (in parity with previous versions), but can
also be `RunContext`.
- This is then passed to `InstanceContext` from the `Project` struct.
- This then changes the RunContext in the lua `snapshot_middleware`
---------
Co-authored-by: Micah <dekkonot@rocketmail.com>
Services, `StarterPlayerScripts`, and `StarterCharacterScripts` are
currently special-cased to allow them to be specified in project files
without a classname. This does the same to `Terrain` since it's a
singleton in the same style as those.
The last release of rbx_dom had support for `Terrain.MaterialColors`.
This allows it to be specified directly instead of only via the
fully-qualified syntax.
When building the tree, I've implemented a few improvements:
- We no longer traverse the full ancestry for every leaf node- we exit
early when we find a node that already exists
- We no longer search the entire tree to see if a node id exists before
creating one with that id, we just check if is in the map
TOML maps well to Lua, is easier to read and write than JSON, and is
commonly used by Roblox tools.
Use cases:
* Put game, plugin, or library config in a toml file
* Sync in toml files generated by tools
* Sync in config files for tools so that the game can double-check that
the config file has been followed. (e.g. check that packages match
versions specified in wally.toml)
- Reconciler now has precommit and postcommit hooks for patch applying
- This is used to compute a patch tree snapshot precommit and update the
tree metadata postcommit
- PatchVisualizer can now display Removes that happened during sync
- It was previously missing because the removed objects no longer
existed so it couldn't get any info on them (This is resolved because
the info is gotten in precommit, before the instance was removed)
- PatchVisualizer now shows Old and New values instead of just Incoming
during sync
- (Still displays Current and Incoming during confirmation)
- This is much more useful, since you now see what the changes were and
not just which things were changed
- PatchVisualizer displays clarifying message when initial sync has no
changes instead of just showing a blank box
- Objects in the tree UI no longer get stuck expanded when the next
patch has the same instance but different info on it
- Objects in the tree UI correctly become selectable after their
instance is added and unclickable when removed during sync
- Fixed an edge case where disconnecting and then reconnecting would
retain outdated info
- Fixed an issue where new patches wouldn't immediately update the
change info text
- Removed extraneous changes count info, as it was not useful and could
be checked in the visualizer anyway
- Added warning info for when some changes fail to apply
- Updates timestamp of last sync even if patch was empty, to have a more
accurate signal on Rojo's uptime
Closes#672.
Skips the user confirmation if the patch contains only a datamodel name
change.
I decided to build generic PatchSet utility functions in case we need to
use similar logic in the future, in addition to maintaining clear
division of duties. The app code shouldn't be too dependent upon patch
internal structure when we can avoid it.
---------
Co-authored-by: Kenneth Loeffler <kenloef@gmail.com>
This PR brings two performance improvements to the `rojo sourcemap`
command:
- Use `rayon` with a small threadpool to parallelize sourcemap
generation while still keeping startup cost very low
- Remove conversions to owned strings and use lifetimes tied to the dom
instead, which mostly improves performance with the
`--include-non-scripts` flag enabled
From my personal testing on an M1 mac this decreases the sourcemap
generation time of our games by 2x or more, from ~20ms to ~8ms on one
project and ~30ms to ~15ms on another. Generation is pretty fast to
begin with but since sourcemaps are heavily used in interactive tools
(like luau-lsp) a difference of a couple frames can be great for ux.