Files
rojo/plugin/rbx_dom_lua/src/EncodedValue.lua
Lucien Greathouse 59ef5f05ea Upgrade to rbx_dom_weak 2.0 (#377)
* Mostly mechanical port bits

* Almost there

* It builds again!

* Turn on all the code again

* Tests compiling but not passing

* Stub work for value resolution

* Implement resolution minus enums and derived properties

* Implement property descriptor resolution

* Update referent snapshots

* Update unions test project

Using a place file instead of a model yields better
error messages in Roblox Studio.

* Add easy shortcut to testing with local rbx-dom

* Update rbx-dom

* Add enum resolution

* Update init.meta.json to use UnresolvedValue

* Expand value resolution support, add test

* Filter SharedString values from web API

* Add 'property' builder method to InstanceSnapshot

* Change InstanceSnapshot/InstanceBuilder boundary

* Fix remove_file crash

* rustfmt

* Update to latest rbx_dom_lua

* Update dependencies, including rbx_dom_weak

* Update to latest rbx-dom

* Update dependencies

* Update rbx-dom, fixing more bugs

* Remove experimental warning on binary place builds

* Remove unused imports
2021-02-18 20:56:09 -05:00

356 lines
6.7 KiB
Lua

local base64 = require(script.Parent.base64)
local function identity(...)
return ...
end
local function unpackDecoder(f)
return function(value)
return f(unpack(value))
end
end
local function serializeFloat(value)
-- TODO: Figure out a better way to serialize infinity and NaN, neither of
-- which fit into JSON.
if value == math.huge or value == -math.huge then
return 999999999 * math.sign(value)
end
return value
end
local ALL_AXES = {"X", "Y", "Z"}
local ALL_FACES = {"Right", "Top", "Back", "Left", "Bottom", "Front"}
local encoders
encoders = {
Bool = identity,
Content = identity,
Float32 = serializeFloat,
Float64 = serializeFloat,
Int32 = identity,
Int64 = identity,
String = identity,
BinaryString = base64.encode,
SharedString = base64.encode,
Axes = function(value)
local output = {}
for _, axis in ipairs(ALL_AXES) do
if value[axis] then
table.insert(output, axis)
end
end
return output
end,
Faces = function(value)
local output = {}
for _, face in ipairs(ALL_FACES) do
if value[face] then
table.insert(output, face)
end
end
return output
end,
Enum = function(value)
if typeof(value) == "number" then
return value
else
return value.Value
end
end,
BrickColor = function(value)
return value.Number
end,
CFrame = function(value)
local x, y, z,
r00, r01, r02,
r10, r11, r12,
r20, r21, r22 = value:GetComponents()
return {
Position = {x, y, z},
Orientation = {
{r00, r10, r20},
{r01, r11, r21},
{r02, r12, r22},
},
}
end,
Color3 = function(value)
return {value.r, value.g, value.b}
end,
NumberRange = function(value)
return {value.Min, value.Max}
end,
NumberSequence = function(value)
local keypoints = {}
for index, keypoint in ipairs(value.Keypoints) do
keypoints[index] = {
Time = keypoint.Time,
Value = keypoint.Value,
Envelope = keypoint.Envelope,
}
end
return {
Keypoints = keypoints,
}
end,
ColorSequence = function(value)
local keypoints = {}
for index, keypoint in ipairs(value.Keypoints) do
keypoints[index] = {
Time = keypoint.Time,
Color = encoders.Color3(keypoint.Value),
}
end
return {
Keypoints = keypoints,
}
end,
Rect = function(value)
return {
encoders.Vector2(value.Min),
encoders.Vector2(value.Max),
}
end,
UDim = function(value)
return {value.Scale, value.Offset}
end,
UDim2 = function(value)
return {
encoders.UDim(value.X),
encoders.UDim(value.Y),
}
end,
Vector2 = function(value)
return {
serializeFloat(value.X),
serializeFloat(value.Y),
}
end,
Vector2int16 = function(value)
return {value.X, value.Y}
end,
Vector3 = function(value)
return {
serializeFloat(value.X),
serializeFloat(value.Y),
serializeFloat(value.Z),
}
end,
Vector3int16 = function(value)
return {value.X, value.Y, value.Z}
end,
PhysicalProperties = function(value)
if value == nil then
return nil
else
return {
Density = value.Density,
Friction = value.Friction,
Elasticity = value.Elasticity,
FrictionWeight = value.FrictionWeight,
ElasticityWeight = value.ElasticityWeight,
}
end
end,
Ray = function(value)
return {
Origin = encoders.Vector3(value.Origin),
Direction = encoders.Vector3(value.Direction),
}
end,
Ref = function(value)
return nil
end,
Region3int16 = function(value)
return {
encoders.Vector3int16(value.Min),
encoders.Vector3int16(value.Max),
}
end,
Color3uint8 = function(value)
return {
math.round(value.R * 255),
math.round(value.G * 255),
math.round(value.B * 255),
}
end,
}
local decoders
decoders = {
Bool = identity,
Content = identity,
Enum = identity,
Float32 = identity,
Float64 = identity,
Int32 = identity,
Int64 = identity,
String = identity,
BinaryString = base64.decode,
SharedString = base64.decode,
BrickColor = BrickColor.new,
Color3 = unpackDecoder(Color3.new),
Color3uint8 = unpackDecoder(Color3.fromRGB),
NumberRange = unpackDecoder(NumberRange.new),
UDim = unpackDecoder(UDim.new),
Vector2 = unpackDecoder(Vector2.new),
Vector2int16 = unpackDecoder(Vector2int16.new),
Vector3 = unpackDecoder(Vector3.new),
Vector3int16 = unpackDecoder(Vector3int16.new),
UDim2 = function(value)
return UDim2.new(
value[1][1],
value[1][2],
value[2][1],
value[2][2]
)
end,
Axes = function(value)
local axes = {}
for index, axisName in ipairs(value) do
axes[index] = Enum.Axis[axisName]
end
return Axes.new(unpack(axes))
end,
Faces = function(value)
local normalIds = {}
for index, faceName in ipairs(value) do
normalIds[index] = Enum.NormalId[faceName]
end
return Faces.new(unpack(normalIds))
end,
CFrame = function(value)
return CFrame.fromMatrix(
decoders.Vector3(value.Position),
decoders.Vector3(value.Orientation[1]),
decoders.Vector3(value.Orientation[2]),
decoders.Vector3(value.Orientation[3])
)
end,
Rect = function(value)
return Rect.new(
decoders.Vector2(value[1]),
decoders.Vector2(value[2])
)
end,
Ray = function(value)
return Ray.new(
decoders.Vector3(value.Origin),
decoders.Vector3(value.Direction)
)
end,
NumberSequence = function(value)
local keypoints = {}
for index, keypoint in ipairs(value.Keypoints) do
keypoints[index] = NumberSequenceKeypoint.new(
keypoint.Time,
keypoint.Value,
keypoint.Envelope
)
end
return NumberSequence.new(keypoints)
end,
ColorSequence = function(value)
local keypoints = {}
for index, keypoint in ipairs(value.Keypoints) do
keypoints[index] = ColorSequenceKeypoint.new(
keypoint.Time,
Color3.new(unpack(keypoint.Color))
)
end
return ColorSequence.new(keypoints)
end,
PhysicalProperties = function(properties)
if properties == nil then
return nil
else
return PhysicalProperties.new(
properties.Density,
properties.Friction,
properties.Elasticity,
properties.FrictionWeight,
properties.ElasticityWeight
)
end
end,
Ref = function()
return nil
end,
Region3int16 = function(value)
return Region3int16.new(
decoders.Vector3int16(value[1]),
decoders.Vector3int16(value[2])
)
end,
}
local EncodedValue = {}
function EncodedValue.decode(encodedValue)
local decoder = decoders[encodedValue.Type]
if decoder ~= nil then
return true, decoder(encodedValue.Value)
end
return false, "Couldn't decode value " .. tostring(encodedValue.Type)
end
function EncodedValue.encode(rbxValue, propertyType)
assert(propertyType ~= nil, "Property type descriptor is required")
local encoder = encoders[propertyType]
if encoder == nil then
return false, ("Missing encoder for property type %q"):format(propertyType)
end
return true, {
Type = propertyType,
Value = encoder(rbxValue),
}
end
return EncodedValue