forked from rojo-rbx/rojo
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.
166 lines
4.1 KiB
Lua
166 lines
4.1 KiB
Lua
local CollectionService = game:GetService("CollectionService")
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local ScriptEditorService = game:GetService("ScriptEditorService")
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--- A list of `Enum.Material` values that are used for Terrain.MaterialColors
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local TERRAIN_MATERIAL_COLORS = {
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Enum.Material.Grass,
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Enum.Material.Slate,
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Enum.Material.Concrete,
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Enum.Material.Brick,
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Enum.Material.Sand,
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Enum.Material.WoodPlanks,
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Enum.Material.Rock,
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Enum.Material.Glacier,
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Enum.Material.Snow,
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Enum.Material.Sandstone,
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Enum.Material.Mud,
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Enum.Material.Basalt,
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Enum.Material.Ground,
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Enum.Material.CrackedLava,
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Enum.Material.Asphalt,
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Enum.Material.Cobblestone,
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Enum.Material.Ice,
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Enum.Material.LeafyGrass,
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Enum.Material.Salt,
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Enum.Material.Limestone,
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Enum.Material.Pavement,
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}
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-- Defines how to read and write properties that aren't directly scriptable.
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--
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-- The reflection database refers to these as having scriptability = "Custom"
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return {
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Instance = {
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Attributes = {
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read = function(instance)
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return true, instance:GetAttributes()
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end,
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write = function(instance, _, value)
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local existing = instance:GetAttributes()
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local didAllWritesSucceed = true
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for attributeName, attributeValue in pairs(value) do
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local isNameValid =
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-- For our SetAttribute to succeed, the attribute name must be
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-- less than or equal to 100 characters...
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#attributeName <= 100
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-- ...must only contain alphanumeric characters, periods, hyphens,
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-- underscores, or forward slashes...
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and attributeName:match("[^%w%.%-_/]") == nil
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-- ... and must not use the RBX prefix, which is reserved by Roblox.
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and attributeName:sub(1, 3) ~= "RBX"
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if isNameValid then
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instance:SetAttribute(attributeName, attributeValue)
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else
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didAllWritesSucceed = false
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end
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end
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for key in pairs(existing) do
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if value[key] == nil then
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instance:SetAttribute(key, nil)
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end
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end
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return didAllWritesSucceed
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end,
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},
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Tags = {
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read = function(instance)
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return true, CollectionService:GetTags(instance)
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end,
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write = function(instance, _, value)
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local existingTags = CollectionService:GetTags(instance)
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local unseenTags = {}
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for _, tag in ipairs(existingTags) do
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unseenTags[tag] = true
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end
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for _, tag in ipairs(value) do
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unseenTags[tag] = nil
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CollectionService:AddTag(instance, tag)
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end
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for tag in pairs(unseenTags) do
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CollectionService:RemoveTag(instance, tag)
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end
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return true
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end,
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},
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},
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LocalizationTable = {
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Contents = {
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read = function(instance, _)
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return true, instance:GetContents()
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end,
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write = function(instance, _, value)
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instance:SetContents(value)
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return true
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end,
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},
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},
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Model = {
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Scale = {
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read = function(instance, _, _)
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return true, instance:GetScale()
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end,
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write = function(instance, _, value)
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return true, instance:ScaleTo(value)
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end,
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},
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},
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Terrain = {
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MaterialColors = {
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read = function(instance: Terrain)
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-- There's no way to get a list of every color, so we have to
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-- make one.
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local colors = {}
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for _, material in TERRAIN_MATERIAL_COLORS do
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colors[material] = instance:GetMaterialColor(material)
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end
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return true, colors
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end,
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write = function(instance: Terrain, _, value: { [Enum.Material]: Color3 })
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for material, color in value do
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instance:SetMaterialColor(material, color)
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end
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return true
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end,
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},
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},
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Script = {
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Source = {
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read = function(instance: Script)
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return true, ScriptEditorService:GetEditorSource(instance)
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end,
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write = function(instance: Script, _, value: string)
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task.spawn(function()
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ScriptEditorService:UpdateSourceAsync(instance, function()
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return value
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end)
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end)
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return true
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end,
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},
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},
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ModuleScript = {
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Source = {
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read = function(instance: ModuleScript)
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return true, ScriptEditorService:GetEditorSource(instance)
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end,
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write = function(instance: ModuleScript, _, value: string)
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task.spawn(function()
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ScriptEditorService:UpdateSourceAsync(instance, function()
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return value
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end)
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end)
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return true
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end,
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},
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},
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}
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