Merge plugin back into main repository (#49)

This commit is contained in:
Lucien Greathouse
2018-04-01 23:22:04 -07:00
committed by GitHub
parent c8f837d726
commit 6fa925a402
55 changed files with 1742 additions and 36 deletions

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@@ -4,12 +4,6 @@ root = true
end_of_line = lf end_of_line = lf
charset = utf-8 charset = utf-8
[*.rs]
indent_style = space
indent_size = 4
trim_trailing_whitespace = true
insert_final_newline = true
[*.json] [*.json]
indent_style = space indent_style = space
indent_size = 2 indent_size = 2

15
.gitmodules vendored Normal file
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@@ -0,0 +1,15 @@
[submodule "plugin/modules/roact"]
path = plugin/modules/roact
url = https://github.com/Roblox/roact.git
[submodule "plugin/modules/rodux"]
path = plugin/modules/rodux
url = https://github.com/Roblox/rodux.git
[submodule "plugin/modules/roact-rodux"]
path = plugin/modules/roact-rodux
url = https://github.com/Roblox/roact-rodux.git
[submodule "plugin/modules/testez"]
path = plugin/modules/testez
url = https://github.com/Roblox/testez.git
[submodule "plugin/modules/lemur"]
path = plugin/modules/lemur
url = https://github.com/LPGhatguy/lemur.git

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@@ -1,5 +1,39 @@
language: rust matrix:
include:
- language: python
env:
- LUA="lua=5.1"
rust: before_install:
- stable - pip install hererocks
- beta - hererocks lua_install -r^ --$LUA
- export PATH=$PATH:$PWD/lua_install/bin
install:
- luarocks install luafilesystem
- luarocks install busted
- luarocks install luacov
- luarocks install luacov-coveralls
- luarocks install luacheck
script:
- cd plugin
- luacheck src
- lua -lluacov spec.lua
after_success:
- cd plugin
- luacov-coveralls -e $TRAVIS_BUILD_DIR/lua_install
- language: rust
rust: stable
script:
- cd server
- cargo test --verbose
- language: rust
rust: beta
script:
- cd server
- cargo test --verbose

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@@ -1,7 +1,8 @@
# Rojo Change Log # Rojo Change Log
## Current Master ## Current Master
*No changes* * Merged plugin repository into main Rojo repository for easier tracking
* Improved `RouteMap` object tracking; this should fix some cases of duplicated instances being synced into the tree.
## 0.4.0 (March 27, 2018) ## 0.4.0 (March 27, 2018)
* Protocol version 1, which shifts more responsibility onto the server * Protocol version 1, which shifts more responsibility onto the server

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@@ -1,5 +1,5 @@
<div align="center"> <div align="center">
<img src="assets/rojo-logo.png" alt="Rojo" height="150" /> <img src="assets/rojo-logo.png" alt="Rojo" height="217" />
</div> </div>
<div>&nbsp;</div> <div>&nbsp;</div>
@@ -14,15 +14,12 @@
<hr /> <hr />
**Rojo** is a flexible multi-tool designed for creating robust Roblox projects. It's in early development, but is still useful for many projects. **Rojo** is a flexible multi-tool designed for creating robust Roblox projects.
It's designed for power users who want to use the **best tools available** for building games, libraries, and plugins. It's designed for power users who want to use the **best tools available** for building games, libraries, and plugins.
This is the main Rojo repository, containing the Rojo CLI. The Roblox Studio plugin is contained in [the rojo-plugin repository](https://github.com/LPGhatguy/rojo-plugin).
## Features ## Features
Rojo lets you:
Rojo has a number of desirable features *right now*:
* Work on scripts from the filesystem, in your favorite editor * Work on scripts from the filesystem, in your favorite editor
* Version your place, library, or plugin using Git or another VCS * Version your place, library, or plugin using Git or another VCS
@@ -30,24 +27,34 @@ Rojo has a number of desirable features *right now*:
Later this year, Rojo will be able to: Later this year, Rojo will be able to:
* Sync rbxmx-format Roblox models bi-directionally between the filesystem and Roblox Studio * Sync `rbxmx` models between the filesystem and Roblox Studio
* Package libraries and plugins into `rbxmx` files from the command line * Package projects into `rbxmx` files from the command line
## Installation ## Installation
Rojo has two components: Rojo has two components:
* The command line interface (CLI), written in Rust
* The [Roblox Studio plugin](https://www.roblox.com/library/1211549683/Rojo), written in Lua
To install the command line tool, there are two options: * The server, a binary written in Rust
* Cargo, if you have Rust installed * The plugin, a Roblox Studio plugin written in Lua
* Use `cargo install rojo` -- Rojo will be available with the `rojo` command
* Download a pre-built Windows binary from [the GitHub releases page](https://github.com/LPGhatguy/rojo/releases)
## Usage It's important that the plugin and server are compatible. The plugin will show errors in the Roblox Studio Output window if there is a version mismatch.
To install the server, either:
* If you have Rust installed, use `cargo install rojo`
* Or, download a pre-built Windows binary from [the GitHub releases page](https://github.com/LPGhatguy/rojo/releases)
To install the plugin, either:
* Install the plugin from the [Roblox plugin page](https://www.roblox.com/library/1211549683/Rojo).
* This gives you less control over what version you install -- you will always have the latest version.
* Or, download the latest release from [the GitHub releases section](https://github.com/LPGhatguy/rojo/releases) and install it into your Roblox plugins folder
* You can open this folder by clicking the "Plugins Folder" button from the Plugins toolbar in Roblox Studio
## Server Usage
For more help, use `rojo help`. For more help, use `rojo help`.
### New Project ### New Project
Just create a new folder and tell Rojo to initialize it! Create a new folder, then use `rojo init` inside that folder to initialize an empty project:
```sh ```sh
mkdir my-new-project mkdir my-new-project
@@ -56,9 +63,9 @@ cd my-new-project
rojo init rojo init
``` ```
Rojo will create an empty project in the directory. Rojo will create an empty project file named `rojo.json` in the directory.
The default project looks like this: The default project file is:
```json ```json
{ {
@@ -69,7 +76,7 @@ The default project looks like this:
``` ```
### Start Dev Server ### Start Dev Server
To create a server that allows the Rojo Studio plugin to access your project, use: To start the Rojo dev server, use:
```sh ```sh
rojo serve rojo serve
@@ -83,7 +90,7 @@ The tool will tell you whether it found an existing project. You should then be
In the mean-time, manually migrating scripts is probably the best route forward. In the mean-time, manually migrating scripts is probably the best route forward.
### Syncing into Roblox ### Syncing into Roblox
In order to sync code into Roblox, you'll need toadd one or more *partitions* to your configuration. A partition tells Rojo how to map directories on your filesystem to Roblox objects. In order to sync code into Roblox, you'll need to add one or more *partitions* to your configuration. A partition tells Rojo how to map directories on your filesystem to Roblox objects.
Each entry in the `partitions` map has a unique name, a filesystem path, and the full name of the Roblox object to sync into. Each entry in the `partitions` map has a unique name, a filesystem path, and the full name of the Roblox object to sync into.
@@ -142,9 +149,11 @@ Will turn into these instances in Roblox:
* `my-game` (`LocalScript` with source from `my-game/init.client.lua`) * `my-game` (`LocalScript` with source from `my-game/init.client.lua`)
* `foo` (`ModuleScript` with source from `my-game/foo.lua`) * `foo` (`ModuleScript` with source from `my-game/foo.lua`)
`*.model.json` files are intended as a simple way to represent non-script Roblox instances on the filesystem until `rbxmx` and `rbxlx` support is implemented in Rojo. `*.model.json` files are a way to represent simple Roblox instances on the filesystem until `rbxmx` and `rbxlx` support is implemented in Rojo.
JSON Model files are fairly strict, with every property being required. They generally look like this: This feature is intended for small instances, like `RemoteEvent` or `*Value` objects.
JSON Model files are strict, with every property being required. They look like this:
```json ```json
{ {
@@ -192,9 +201,7 @@ I also have a couple tools that Rojo intends to replace:
## Contributing ## Contributing
Pull requests are welcome! Pull requests are welcome!
The `master` branch of both repositories have tests running on Travis for every commit and pull request. The test suite on `master` should always pass! All pull requests are run against a test suite on Travis CI. That test suite should always pass!
The Rojo and Rojo Plugin repositories should stay in sync with eachother, so that the current `master` of each repository can be used together.
## License ## License
Rojo is available under the terms of the MIT license. See [LICENSE.md](LICENSE.md) for details. Rojo is available under the terms of the MIT license. See [LICENSE.md](LICENSE.md) for details.

4
plugin/.editorconfig Normal file
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@@ -0,0 +1,4 @@
[*.lua]
indent_style = tab
trim_trailing_whitespace = true
insert_final_newline = true

1
plugin/.gitignore vendored Normal file
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@@ -0,0 +1 @@
/luacov.*

56
plugin/.luacheckrc Normal file
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@@ -0,0 +1,56 @@
stds.roblox = {
read_globals = {
game = {
other_fields = true,
},
-- Roblox globals
"script",
-- Extra functions
"tick", "warn", "spawn",
"wait", "settings", "typeof",
-- Types
"Vector2", "Vector3",
"Color3",
"UDim", "UDim2",
"Rect",
"CFrame",
"Enum",
"Instance",
}
}
stds.plugin = {
read_globals = {
"plugin",
}
}
stds.testez = {
read_globals = {
"describe",
"it", "itFOCUS", "itSKIP",
"FOCUS", "SKIP", "HACK_NO_XPCALL",
"expect",
}
}
ignore = {
"212", -- unused arguments
"421", -- shadowing local variable
"422", -- shadowing argument
"431", -- shadowing upvalue
"432", -- shadowing upvalue argument
}
std = "lua51+roblox"
files["**/*.server.lua"] = {
std = "+plugin",
}
files["**/*.spec.lua"] = {
std = "+testez",
}

8
plugin/.luacov Normal file
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@@ -0,0 +1,8 @@
return {
include = {
"^src",
},
exclude = {
"%.spec$",
},
}

1
plugin/modules/lemur Submodule

Submodule plugin/modules/lemur added at 852c71b897

1
plugin/modules/roact Submodule

Submodule plugin/modules/roact added at bbb0663161

1
plugin/modules/rodux Submodule

Submodule plugin/modules/rodux added at b8ba486335

1
plugin/modules/testez Submodule

Submodule plugin/modules/testez added at 442b71926d

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plugin/rojo.json Normal file
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@@ -0,0 +1,30 @@
{
"name": "rojo",
"servePort": 8000,
"partitions": {
"plugin": {
"path": "src",
"target": "ReplicatedStorage.Rojo.plugin"
},
"modules/roact": {
"path": "modules/roact/lib",
"target": "ReplicatedStorage.Rojo.modules.Roact"
},
"modules/rodux": {
"path": "modules/rodux/lib",
"target": "ReplicatedStorage.Rojo.modules.Rodux"
},
"modules/roact-rodux": {
"path": "modules/roact-rodux/lib",
"target": "ReplicatedStorage.Rojo.modules.RoactRodux"
},
"modules/testez": {
"path": "modules/testez/lib",
"target": "ReplicatedStorage.TestEZ"
},
"tests": {
"path": "tests",
"target": "TestService"
}
}
}

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plugin/spec.lua Normal file
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@@ -0,0 +1,69 @@
--[[
Loads our library and all of its dependencies, then runs tests using TestEZ.
]]
-- If you add any dependencies, add them to this table so they'll be loaded!
local LOAD_MODULES = {
{"src", "Plugin"},
{"modules/testez/lib", "TestEZ"},
}
-- This makes sure we can load Lemur and other libraries that depend on init.lua
package.path = package.path .. ";?/init.lua"
-- If this fails, make sure you've run `lua bin/install-dependencies.lua` first!
local lemur = require("modules.lemur")
--[[
Collapses ModuleScripts named 'init' into their parent folders.
This is the same result as the collapsing mechanism from Rojo.
]]
local function collapse(root)
local init = root:FindFirstChild("init")
if init then
init.Name = root.Name
init.Parent = root.Parent
for _, child in ipairs(root:GetChildren()) do
child.Parent = init
end
root:Destroy()
root = init
end
for _, child in ipairs(root:GetChildren()) do
if child:IsA("Folder") then
collapse(child)
end
end
return root
end
-- Create a virtual Roblox tree
local habitat = lemur.Habitat.new()
-- We'll put all of our library code and dependencies here
local Root = lemur.Instance.new("Folder")
Root.Name = "Root"
-- Load all of the modules specified above
for _, module in ipairs(LOAD_MODULES) do
local container = lemur.Instance.new("Folder", Root)
container.Name = module[2]
habitat:loadFromFs(module[1], container)
end
collapse(Root)
-- Load TestEZ and run our tests
local TestEZ = habitat:require(Root.TestEZ)
local results = TestEZ.TestBootstrap:run(Root.Plugin, TestEZ.Reporters.TextReporter)
-- Did something go wrong?
if results.failureCount > 0 then
os.exit(1)
end

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plugin/src/Config.lua Normal file
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@@ -0,0 +1,7 @@
return {
pollingRate = 0.2,
version = {0, 4, 1},
expectedServerVersionString = "0.4.x",
protocolVersion = 1,
dev = false,
}

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@@ -0,0 +1,7 @@
return function()
local Config = require(script.Parent.Config)
it("should have 'dev' disabled", function()
expect(Config.dev).to.equal(false)
end)
end

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plugin/src/Http.lua Normal file
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@@ -0,0 +1,67 @@
local HttpService = game:GetService("HttpService")
local HTTP_DEBUG = false
local Promise = require(script.Parent.Promise)
local HttpError = require(script.Parent.HttpError)
local HttpResponse = require(script.Parent.HttpResponse)
local function dprint(...)
if HTTP_DEBUG then
print(...)
end
end
local Http = {}
Http.__index = Http
function Http.new(baseUrl)
assert(type(baseUrl) == "string", "Http.new needs a baseUrl!")
local http = {
baseUrl = baseUrl
}
setmetatable(http, Http)
return http
end
function Http:get(endpoint)
dprint("\nGET", endpoint)
return Promise.new(function(resolve, reject)
spawn(function()
local ok, result = pcall(function()
return HttpService:GetAsync(self.baseUrl .. endpoint, true)
end)
if ok then
dprint("\t", result, "\n")
resolve(HttpResponse.new(result))
else
reject(HttpError.fromErrorString(result))
end
end)
end)
end
function Http:post(endpoint, body)
dprint("\nPOST", endpoint)
dprint(body)
return Promise.new(function(resolve, reject)
spawn(function()
local ok, result = pcall(function()
return HttpService:PostAsync(self.baseUrl .. endpoint, body)
end)
if ok then
dprint("\t", result, "\n")
resolve(HttpResponse.new(result))
else
reject(HttpError.fromErrorString(result))
end
end)
end)
end
return Http

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plugin/src/HttpError.lua Normal file
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@@ -0,0 +1,57 @@
local HttpError = {}
HttpError.__index = HttpError
HttpError.Error = {
HttpNotEnabled = {
message = "Rojo requires HTTP access, which is not enabled.\n" ..
"Check your game settings, located in the 'Home' tab of Studio.",
},
ConnectFailed = {
message = "Rojo plugin couldn't connect to the Rojo server.\n" ..
"Make sure the server is running -- use 'Rojo serve' to run it!",
},
Unknown = {
message = "Rojo encountered an unknown error: {{message}}",
},
}
function HttpError.new(type, extraMessage)
extraMessage = extraMessage or ""
local message = type.message:gsub("{{message}}", extraMessage)
local err = {
type = type,
message = message,
}
setmetatable(err, HttpError)
return err
end
function HttpError:__tostring()
return self.message
end
--[[
This method shouldn't have to exist. Ugh.
]]
function HttpError.fromErrorString(err)
err = err:lower()
if err:find("^http requests are not enabled") then
return HttpError.new(HttpError.Error.HttpNotEnabled)
end
if err:find("^curl error") then
return HttpError.new(HttpError.Error.ConnectFailed)
end
return HttpError.new(HttpError.Error.Unknown, err)
end
function HttpError:report()
warn(self.message)
end
return HttpError

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@@ -0,0 +1,20 @@
local HttpService = game:GetService("HttpService")
local HttpResponse = {}
HttpResponse.__index = HttpResponse
function HttpResponse.new(body)
local response = {
body = body,
}
setmetatable(response, HttpResponse)
return response
end
function HttpResponse:json()
return HttpService:JSONDecode(self.body)
end
return HttpResponse

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@@ -0,0 +1,79 @@
if not plugin then
return
end
local Plugin = require(script.Parent.Plugin)
local Config = require(script.Parent.Config)
local Version = require(script.Parent.Version)
--[[
Check if the user is using a newer version of Rojo than last time. If they
are, show them a reminder to make sure they check their server version.
]]
local function checkUpgrade()
local lastVersion = plugin:GetSetting("LastRojoVersion")
if lastVersion then
local wasUpgraded = Version.compare(Config.version, lastVersion) == 1
if wasUpgraded then
local message = (
"\nRojo detected an upgrade from version %s to version %s." ..
"\nMake sure you have also upgraded your server!" ..
"\n\nRojo version %s is intended for use with server version %s.\n"
):format(
Version.display(lastVersion), Version.display(Config.version),
Version.display(Config.version), Config.expectedServerVersionString
)
print(message)
end
end
-- When developing Rojo, there's no use in storing that version number.
if not Config.dev then
plugin:SetSetting("LastRojoVersion", Config.version)
end
end
local function main()
local pluginInstance = Plugin.new()
local displayedVersion = Config.dev and "DEV" or Version.display(Config.version)
local toolbar = plugin:CreateToolbar("Rojo Plugin " .. displayedVersion)
toolbar:CreateButton("Test Connection", "Connect to Rojo Server", "")
.Click:Connect(function()
checkUpgrade()
pluginInstance:connect()
:catch(function(err)
warn(err)
end)
end)
toolbar:CreateButton("Sync In", "Sync into Roblox Studio", "")
.Click:Connect(function()
checkUpgrade()
pluginInstance:syncIn()
:catch(function(err)
warn(err)
end)
end)
toolbar:CreateButton("Toggle Polling", "Poll server for changes", "")
.Click:Connect(function()
checkUpgrade()
spawn(function()
pluginInstance:togglePolling()
:catch(function(err)
warn(err)
end)
end)
end)
end
main()

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@@ -0,0 +1,198 @@
local Config = require(script.Parent.Config)
local Http = require(script.Parent.Http)
local Server = require(script.Parent.Server)
local Promise = require(script.Parent.Promise)
local Reconciler = require(script.Parent.Reconciler)
local function collectMatch(source, pattern)
local result = {}
for match in source:gmatch(pattern) do
table.insert(result, match)
end
return result
end
local Plugin = {}
Plugin.__index = Plugin
function Plugin.new()
local address = "localhost"
local port = Config.dev and 8001 or 8000
local remote = ("http://%s:%d"):format(address, port)
local self = {
_http = Http.new(remote),
_reconciler = Reconciler.new(),
_server = nil,
_polling = false,
}
setmetatable(self, Plugin)
do
local screenGui = Instance.new("ScreenGui")
screenGui.Name = "Rojo UI"
screenGui.Parent = game.CoreGui
screenGui.DisplayOrder = -1
screenGui.Enabled = false
local label = Instance.new("TextLabel")
label.Font = Enum.Font.SourceSans
label.TextSize = 20
label.Text = "Rojo polling..."
label.BackgroundColor3 = Color3.fromRGB(31, 31, 31)
label.BackgroundTransparency = 0.5
label.BorderSizePixel = 0
label.TextColor3 = Color3.new(1, 1, 1)
label.Size = UDim2.new(0, 120, 0, 28)
label.Position = UDim2.new(0, 0, 0, 0)
label.Parent = screenGui
self._label = screenGui
end
return self
end
function Plugin:server()
if not self._server then
self._server = Server.connect(self._http)
:catch(function(err)
self._server = nil
return Promise.reject(err)
end)
end
return self._server
end
function Plugin:connect()
print("Testing connection...")
return self:server()
:andThen(function(server)
return server:getInfo()
end)
:andThen(function(result)
print("Server found!")
print("Protocol version:", result.protocolVersion)
print("Server version:", result.serverVersion)
end)
end
function Plugin:togglePolling()
if self._polling then
self:stopPolling()
return Promise.resolve(nil)
else
return self:startPolling()
end
end
function Plugin:stopPolling()
if not self._polling then
return
end
print("Stopped polling.")
self._polling = false
self._label.Enabled = false
end
function Plugin:_pull(server, project, routes)
local items = server:read(routes):await()
for index = 1, #routes do
local itemRoute = routes[index]
local partitionName = itemRoute[1]
local partition = project.partitions[partitionName]
local item = items[index]
local partitionRoute = collectMatch(partition.target, "[^.]+")
-- If the item route's length was 1, we need to rename the instance to
-- line up with the partition's root object name.
--
-- This is a HACK!
if #itemRoute == 1 then
if item then
local objectName = partition.target:match("[^.]+$")
item.Name = objectName
end
end
local fullRoute = {}
for _, piece in ipairs(partitionRoute) do
table.insert(fullRoute, piece)
end
for i = 2, #itemRoute do
table.insert(fullRoute, itemRoute[i])
end
self._reconciler:reconcileRoute(fullRoute, item, itemRoute)
end
end
function Plugin:startPolling()
if self._polling then
return
end
print("Starting to poll...")
self._polling = true
self._label.Enabled = true
return self:server()
:andThen(function(server)
self:syncIn():await()
local project = server:getInfo():await().project
while self._polling do
local changes = server:getChanges():await()
if #changes > 0 then
local routes = {}
for _, change in ipairs(changes) do
table.insert(routes, change.route)
end
self:_pull(server, project, routes)
end
wait(Config.pollingRate)
end
end)
:catch(function()
self:stopPolling()
end)
end
function Plugin:syncIn()
print("Syncing from server...")
return self:server()
:andThen(function(server)
local project = server:getInfo():await().project
local routes = {}
for name in pairs(project.partitions) do
table.insert(routes, {name})
end
self:_pull(server, project, routes)
print("Sync successful!")
end)
end
return Plugin

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@@ -0,0 +1,311 @@
--[[
An implementation of Promises similar to Promise/A+.
]]
local PROMISE_DEBUG = false
-- If promise debugging is on, use a version of pcall that warns on failure.
-- This is useful for finding errors that happen within Promise itself.
local wpcall
if PROMISE_DEBUG then
wpcall = function(f, ...)
local result = { pcall(f, ...) }
if not result[1] then
warn(result[2])
end
return unpack(result)
end
else
wpcall = pcall
end
--[[
Creates a function that invokes a callback with correct error handling and
resolution mechanisms.
]]
local function createAdvancer(callback, resolve, reject)
return function(...)
local result = { wpcall(callback, ...) }
local ok = table.remove(result, 1)
if ok then
resolve(unpack(result))
else
reject(unpack(result))
end
end
end
local function isEmpty(t)
return next(t) == nil
end
local Promise = {}
Promise.__index = Promise
Promise.Status = {
Started = "Started",
Resolved = "Resolved",
Rejected = "Rejected",
}
--[[
Constructs a new Promise with the given initializing callback.
This is generally only called when directly wrapping a non-promise API into
a promise-based version.
The callback will receive 'resolve' and 'reject' methods, used to start
invoking the promise chain.
For example:
local function get(url)
return Promise.new(function(resolve, reject)
spawn(function()
resolve(HttpService:GetAsync(url))
end)
end)
end
get("https://google.com")
:andThen(function(stuff)
print("Got some stuff!", stuff)
end)
]]
function Promise.new(callback)
local promise = {
-- Used to locate where a promise was created
_source = debug.traceback(),
-- A tag to identify us as a promise
_type = "Promise",
_status = Promise.Status.Started,
-- A table containing a list of all results, whether success or failure.
-- Only valid if _status is set to something besides Started
_value = nil,
-- If an error occurs with no observers, this will be set.
_unhandledRejection = false,
-- Queues representing functions we should invoke when we update!
_queuedResolve = {},
_queuedReject = {},
}
setmetatable(promise, Promise)
local function resolve(...)
promise:_resolve(...)
end
local function reject(...)
promise:_reject(...)
end
local ok, err = wpcall(callback, resolve, reject)
if not ok and promise._status == Promise.Status.Started then
reject(err)
end
return promise
end
--[[
Create a promise that represents the immediately resolved value.
]]
function Promise.resolve(value)
return Promise.new(function(resolve)
resolve(value)
end)
end
--[[
Create a promise that represents the immediately rejected value.
]]
function Promise.reject(value)
return Promise.new(function(_, reject)
reject(value)
end)
end
--[[
Returns a new promise that:
* is resolved when all input promises resolve
* is rejected if ANY input promises reject
]]
function Promise.all(...)
error("unimplemented", 2)
end
--[[
Is the given object a Promise instance?
]]
function Promise.is(object)
if type(object) ~= "table" then
return false
end
return object._type == "Promise"
end
--[[
Creates a new promise that receives the result of this promise.
The given callbacks are invoked depending on that result.
]]
function Promise:andThen(successHandler, failureHandler)
self._unhandledRejection = false
-- Create a new promise to follow this part of the chain
return Promise.new(function(resolve, reject)
-- Our default callbacks just pass values onto the next promise.
-- This lets success and failure cascade correctly!
local successCallback = resolve
if successHandler then
successCallback = createAdvancer(successHandler, resolve, reject)
end
local failureCallback = reject
if failureHandler then
failureCallback = createAdvancer(failureHandler, resolve, reject)
end
if self._status == Promise.Status.Started then
-- If we haven't resolved yet, put ourselves into the queue
table.insert(self._queuedResolve, successCallback)
table.insert(self._queuedReject, failureCallback)
elseif self._status == Promise.Status.Resolved then
-- This promise has already resolved! Trigger success immediately.
successCallback(unpack(self._value))
elseif self._status == Promise.Status.Rejected then
-- This promise died a terrible death! Trigger failure immediately.
failureCallback(unpack(self._value))
end
end)
end
--[[
Used to catch any errors that may have occurred in the promise.
]]
function Promise:catch(failureCallback)
return self:andThen(nil, failureCallback)
end
--[[
Yield until the promise is completed.
This matches the execution model of normal Roblox functions.
]]
function Promise:await()
self._unhandledRejection = false
if self._status == Promise.Status.Started then
local result
local bindable = Instance.new("BindableEvent")
self:andThen(function(...)
result = {...}
bindable:Fire(true)
end, function(...)
result = {...}
bindable:Fire(false)
end)
local ok = bindable.Event:Wait()
bindable:Destroy()
if not ok then
error(tostring(result[1]), 2)
end
return unpack(result)
elseif self._status == Promise.Status.Resolved then
return unpack(self._value)
elseif self._status == Promise.Status.Rejected then
error(tostring(self._value[1]), 2)
end
end
function Promise:_resolve(...)
if self._status ~= Promise.Status.Started then
return
end
-- If the resolved value was a Promise, we chain onto it!
if Promise.is((...)) then
-- Without this warning, arguments sometimes mysteriously disappear
if select("#", ...) > 1 then
local message = (
"When returning a Promise from andThen, extra arguments are " ..
"discarded! See:\n\n%s"
):format(
self._source
)
warn(message)
end
(...):andThen(function(...)
self:_resolve(...)
end, function(...)
self:_reject(...)
end)
return
end
self._status = Promise.Status.Resolved
self._value = {...}
-- We assume that these callbacks will not throw errors.
for _, callback in ipairs(self._queuedResolve) do
callback(...)
end
end
function Promise:_reject(...)
if self._status ~= Promise.Status.Started then
return
end
self._status = Promise.Status.Rejected
self._value = {...}
-- If there are any rejection handlers, call those!
if not isEmpty(self._queuedReject) then
-- We assume that these callbacks will not throw errors.
for _, callback in ipairs(self._queuedReject) do
callback(...)
end
else
-- At this point, no one was able to observe the error.
-- An error handler might still be attached if the error occurred
-- synchronously. We'll wait one tick, and if there are still no
-- observers, then we should put a message in the console.
self._unhandledRejection = true
local err = tostring((...))
spawn(function()
-- Someone observed the error, hooray!
if not self._unhandledRejection then
return
end
-- Build a reasonable message
local message = ("Unhandled promise rejection:\n\n%s\n\n%s"):format(
err,
self._source
)
warn(message)
end)
end
end
return Promise

262
plugin/src/Promise.spec.lua Normal file
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return function()
local Promise = require(script.Parent.Promise)
describe("Promise.new", function()
it("should instantiate with a callback", function()
local promise = Promise.new(function() end)
expect(promise).to.be.ok()
end)
it("should invoke the given callback with resolve and reject", function()
local callCount = 0
local resolveArg
local rejectArg
local promise = Promise.new(function(resolve, reject)
callCount = callCount + 1
resolveArg = resolve
rejectArg = reject
end)
expect(promise).to.be.ok()
expect(callCount).to.equal(1)
expect(resolveArg).to.be.a("function")
expect(rejectArg).to.be.a("function")
expect(promise._status).to.equal(Promise.Status.Started)
end)
it("should resolve promises on resolve()", function()
local callCount = 0
local promise = Promise.new(function(resolve)
callCount = callCount + 1
resolve()
end)
expect(promise).to.be.ok()
expect(callCount).to.equal(1)
expect(promise._status).to.equal(Promise.Status.Resolved)
end)
it("should reject promises on reject()", function()
local callCount = 0
local promise = Promise.new(function(resolve, reject)
callCount = callCount + 1
reject()
end)
expect(promise).to.be.ok()
expect(callCount).to.equal(1)
expect(promise._status).to.equal(Promise.Status.Rejected)
end)
it("should reject on error in callback", function()
local callCount = 0
local promise = Promise.new(function()
callCount = callCount + 1
error("hahah")
end)
expect(promise).to.be.ok()
expect(callCount).to.equal(1)
expect(promise._status).to.equal(Promise.Status.Rejected)
expect(promise._value[1]:find("hahah")).to.be.ok()
end)
end)
describe("Promise.resolve", function()
it("should immediately resolve with a value", function()
local promise = Promise.resolve(5)
expect(promise).to.be.ok()
expect(promise._status).to.equal(Promise.Status.Resolved)
expect(promise._value[1]).to.equal(5)
end)
it("should chain onto passed promises", function()
local promise = Promise.resolve(Promise.new(function(_, reject)
reject(7)
end))
expect(promise).to.be.ok()
expect(promise._status).to.equal(Promise.Status.Rejected)
expect(promise._value[1]).to.equal(7)
end)
end)
describe("Promise.reject", function()
it("should immediately reject with a value", function()
local promise = Promise.reject(6)
expect(promise).to.be.ok()
expect(promise._status).to.equal(Promise.Status.Rejected)
expect(promise._value[1]).to.equal(6)
end)
it("should pass a promise as-is as an error", function()
local innerPromise = Promise.new(function(resolve)
resolve(6)
end)
local promise = Promise.reject(innerPromise)
expect(promise).to.be.ok()
expect(promise._status).to.equal(Promise.Status.Rejected)
expect(promise._value[1]).to.equal(innerPromise)
end)
end)
describe("Promise:andThen", function()
it("should chain onto resolved promises", function()
local args
local argsLength
local callCount = 0
local badCallCount = 0
local promise = Promise.resolve(5)
local chained = promise
:andThen(function(...)
args = {...}
argsLength = select("#", ...)
callCount = callCount + 1
end, function()
badCallCount = badCallCount + 1
end)
expect(badCallCount).to.equal(0)
expect(callCount).to.equal(1)
expect(argsLength).to.equal(1)
expect(args[1]).to.equal(5)
expect(promise).to.be.ok()
expect(promise._status).to.equal(Promise.Status.Resolved)
expect(promise._value[1]).to.equal(5)
expect(chained).to.be.ok()
expect(chained).never.to.equal(promise)
expect(chained._status).to.equal(Promise.Status.Resolved)
expect(#chained._value).to.equal(0)
end)
it("should chain onto rejected promises", function()
local args
local argsLength
local callCount = 0
local badCallCount = 0
local promise = Promise.reject(5)
local chained = promise
:andThen(function(...)
badCallCount = badCallCount + 1
end, function(...)
args = {...}
argsLength = select("#", ...)
callCount = callCount + 1
end)
expect(badCallCount).to.equal(0)
expect(callCount).to.equal(1)
expect(argsLength).to.equal(1)
expect(args[1]).to.equal(5)
expect(promise).to.be.ok()
expect(promise._status).to.equal(Promise.Status.Rejected)
expect(promise._value[1]).to.equal(5)
expect(chained).to.be.ok()
expect(chained).never.to.equal(promise)
expect(chained._status).to.equal(Promise.Status.Resolved)
expect(#chained._value).to.equal(0)
end)
it("should chain onto asynchronously resolved promises", function()
local args
local argsLength
local callCount = 0
local badCallCount = 0
local startResolution
local promise = Promise.new(function(resolve)
startResolution = resolve
end)
local chained = promise
:andThen(function(...)
args = {...}
argsLength = select("#", ...)
callCount = callCount + 1
end, function()
badCallCount = badCallCount + 1
end)
expect(callCount).to.equal(0)
expect(badCallCount).to.equal(0)
startResolution(6)
expect(badCallCount).to.equal(0)
expect(callCount).to.equal(1)
expect(argsLength).to.equal(1)
expect(args[1]).to.equal(6)
expect(promise).to.be.ok()
expect(promise._status).to.equal(Promise.Status.Resolved)
expect(promise._value[1]).to.equal(6)
expect(chained).to.be.ok()
expect(chained).never.to.equal(promise)
expect(chained._status).to.equal(Promise.Status.Resolved)
expect(#chained._value).to.equal(0)
end)
it("should chain onto asynchronously rejected promises", function()
local args
local argsLength
local callCount = 0
local badCallCount = 0
local startResolution
local promise = Promise.new(function(_, reject)
startResolution = reject
end)
local chained = promise
:andThen(function()
badCallCount = badCallCount + 1
end, function(...)
args = {...}
argsLength = select("#", ...)
callCount = callCount + 1
end)
expect(callCount).to.equal(0)
expect(badCallCount).to.equal(0)
startResolution(6)
expect(badCallCount).to.equal(0)
expect(callCount).to.equal(1)
expect(argsLength).to.equal(1)
expect(args[1]).to.equal(6)
expect(promise).to.be.ok()
expect(promise._status).to.equal(Promise.Status.Rejected)
expect(promise._value[1]).to.equal(6)
expect(chained).to.be.ok()
expect(chained).never.to.equal(promise)
expect(chained._status).to.equal(Promise.Status.Resolved)
expect(#chained._value).to.equal(0)
end)
end)
end

203
plugin/src/Reconciler.lua Normal file
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local RouteMap = require(script.Parent.RouteMap)
local function classEqual(rbx, className)
if className == "*" then
return true
end
return rbx.ClassName == className
end
local function reparent(rbx, parent)
if rbx then
-- It's possible that 'rbx' is a service or some other object that we
-- can't change the parent of. That's the only reason why Parent would
-- fail except for rbx being previously destroyed!
pcall(function()
rbx.Parent = parent
end)
end
end
--[[
Attempts to match up Roblox instances and object specifiers for
reconciliation.
An object is considered a match if they have the same Name and ClassName.
primaryChildren and secondaryChildren can each be either a list of Roblox
instances or object specifiers. Since they share a common shape, switching
the two around isn't problematic!
visited is expected to be an empty table initially. It will be filled with
the set of children that have been visited so far.
]]
local function findNextChildPair(primaryChildren, secondaryChildren, visited)
for _, primaryChild in ipairs(primaryChildren) do
if not visited[primaryChild] then
visited[primaryChild] = true
for _, secondaryChild in ipairs(secondaryChildren) do
if primaryChild.ClassName == secondaryChild.ClassName and primaryChild.Name == secondaryChild.Name then
visited[secondaryChild] = true
return primaryChild, secondaryChild
end
end
return primaryChild, nil
end
end
return nil, nil
end
local Reconciler = {}
Reconciler.__index = Reconciler
function Reconciler.new()
local reconciler = {
_routeMap = RouteMap.new(),
}
setmetatable(reconciler, Reconciler)
return reconciler
end
--[[
A semi-smart algorithm that attempts to apply the given item's children to
an existing Roblox object.
]]
function Reconciler:_reconcileChildren(rbx, item)
local visited = {}
local rbxChildren = rbx:GetChildren()
-- Reconcile any children that were added or updated
while true do
local itemChild, rbxChild = findNextChildPair(item.Children, rbxChildren, visited)
if not itemChild then
break
end
reparent(self:reconcile(rbxChild, itemChild), rbx)
end
-- Reconcile any children that were deleted
while true do
local rbxChild, itemChild = findNextChildPair(rbxChildren, item.Children, visited)
if not rbxChild then
break
end
reparent(self:reconcile(rbxChild, itemChild), rbx)
end
end
--[[
Construct a new Roblox object from the given item.
]]
function Reconciler:_reify(item)
local className = item.ClassName
-- "*" represents a match of any class. It reifies as a folder!
if className == "*" then
className = "Folder"
end
local rbx = Instance.new(className)
rbx.Name = item.Name
for key, property in pairs(item.Properties) do
-- TODO: Check for compound types, like Vector3!
rbx[key] = property.Value
end
self:_reconcileChildren(rbx, item)
if item.Route then
self._routeMap:insert(item.Route, rbx)
end
return rbx
end
--[[
Apply the changes represented by the given item to a Roblox object that's a
child of the given instance.
]]
function Reconciler:reconcile(rbx, item)
-- Item was deleted
if not item then
if rbx then
rbx:Destroy()
end
return nil
end
-- Item was created!
if not rbx then
return self:_reify(item)
end
-- Item changed type!
if not classEqual(rbx, item.ClassName) then
rbx:Destroy()
rbx = self:_reify(item)
end
-- Apply all properties, Roblox will de-duplicate changes
for key, property in pairs(item.Properties) do
-- TODO: Transform property value based on property.Type
-- Right now, we assume that 'value' is primitive!
rbx[key] = property.Value
end
-- Use a dumb algorithm for reconciling children
self:_reconcileChildren(rbx, item)
return rbx
end
function Reconciler:reconcileRoute(route, item, itemRoute)
local parent
local rbx = game
for i = 1, #route do
local piece = route[i]
local child = rbx:FindFirstChild(piece)
-- We should get services instead of making folders here.
if rbx == game and not child then
local _
_, child = pcall(game.GetService, game, piece)
end
-- We don't want to create a folder if we're reaching our target item!
if not child and i ~= #route then
child = Instance.new("Folder")
child.Parent = rbx
child.Name = piece
end
parent = rbx
rbx = child
end
-- Let's check the route map!
if not rbx then
rbx = self._routeMap:get(itemRoute)
end
rbx = self:reconcile(rbx, item)
reparent(rbx, parent)
end
return Reconciler

103
plugin/src/RouteMap.lua Normal file
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--[[
A map from Route objects (given by the server) to Roblox instances (created
by the plugin).
]]
local function hashRoute(route)
return table.concat(route, "/")
end
local RouteMap = {}
RouteMap.__index = RouteMap
function RouteMap.new()
local self = {
_map = {},
_reverseMap = {},
_connectionsByRbx = {},
}
setmetatable(self, RouteMap)
return self
end
function RouteMap:insert(route, rbx)
local hashed = hashRoute(route)
self._map[hashed] = rbx
self._reverseMap[rbx] = hashed
self._connectionsByRbx[rbx] = rbx.AncestryChanged:Connect(function(_, parent)
if parent == nil then
self:removeByRbx(rbx)
end
end)
end
function RouteMap:get(route)
return self._map[hashRoute(route)]
end
function RouteMap:removeByRoute(route)
local hashedRoute = hashRoute(route)
local rbx = self._map[hashedRoute]
if rbx then
self._map[hashedRoute] = nil
self._reverseMap[rbx] = nil
self._connectionsByRbx[rbx] = nil
end
end
function RouteMap:removeByRbx(rbx)
local hashedRoute = self._reverseMap[rbx]
if hashedRoute then
self._map[hashedRoute] = nil
self._reverseMap[rbx] = nil
self._connectionsByRbx[rbx] = nil
end
end
function RouteMap:removeRbxDescendants(parentRbx)
for rbx in pairs(self._reverseMap) do
if rbx:IsDescendantOf(parentRbx) then
self:removeByRbx(rbx)
end
end
end
function RouteMap:clear()
self._map = {}
self._reverseMap = {}
for object in pairs(self._connectionsByRbx) do
object:Disconnect()
end
self._connectionsByRbx = {}
end
function RouteMap:visualize()
-- Log all of our keys so that the visualization has a stable order.
local keys = {}
for key in pairs(self._map) do
table.insert(keys, key)
end
table.sort(keys)
local buffer = {}
for _, key in ipairs(keys) do
local visualized = ("- %s: %s"):format(
key,
self._map[key]:GetFullName()
)
table.insert(buffer, visualized)
end
return table.concat(buffer, "\n")
end
return RouteMap

89
plugin/src/Server.lua Normal file
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local HttpService = game:GetService("HttpService")
local Config = require(script.Parent.Config)
local Promise = require(script.Parent.Promise)
local Version = require(script.Parent.Version)
local Server = {}
Server.__index = Server
--[[
Create a new Server using the given HTTP implementation and replacer.
If the context becomes invalid, `replacer` will be invoked with a new
context that should be suitable to replace this one.
Attempting to invoke methods on an invalid conext will throw errors!
]]
function Server.connect(http)
local context = {
http = http,
serverId = nil,
currentTime = 0,
}
setmetatable(context, Server)
return context:_start()
end
function Server:_start()
return self:getInfo()
:andThen(function(response)
if response.protocolVersion ~= Config.protocolVersion then
local message = (
"Found a Rojo dev server, but it's using a different protocol version, and is incompatible." ..
"\nMake sure you have matching versions of both the Rojo plugin and server!" ..
"\n\nYour client is version %s, with protocol version %s. It expects server version %s." ..
"\nYour server is version %s, with protocol version %s." ..
"\n\nGo to https://github.com/LPGhatguy/rojo for more details."
):format(
Version.display(Config.version), Config.protocolVersion,
Config.expectedServerVersionString,
response.serverVersion, response.protocolVersion
)
return Promise.reject(message)
end
self.serverId = response.serverId
self.currentTime = response.currentTime
return self
end)
end
function Server:getInfo()
return self.http:get("/")
:andThen(function(response)
response = response:json()
return response
end)
end
function Server:read(paths)
local body = HttpService:JSONEncode(paths)
return self.http:post("/read", body)
:andThen(function(response)
response = response:json()
return response.items
end)
end
function Server:getChanges()
local url = ("/changes/%f"):format(self.currentTime)
return self.http:get(url)
:andThen(function(response)
response = response:json()
self.currentTime = response.currentTime
return response.changes
end)
end
return Server

40
plugin/src/Version.lua Normal file
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local function compare(a, b)
if a > b then
return 1
elseif a < b then
return -1
end
return 0
end
local Version = {}
--[[
Compares two versions of the form {major, minor, revision}.
If a is newer than b, 1.
If a is older than b, -1.
If a and b are the same, 0.
]]
function Version.compare(a, b)
local major = compare(a[1], b[1])
local minor = compare(a[2] or 0, b[2] or 0)
local revision = compare(a[3] or 0, b[3] or 0)
if major ~= 0 then
return major
end
if minor ~= 0 then
return minor
end
return revision
end
function Version.display(version)
return table.concat(version, ".")
end
return Version

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@@ -0,0 +1,28 @@
return function()
local Version = require(script.Parent.Version)
it("should compare equal versions", function()
expect(Version.compare({1, 2, 3}, {1, 2, 3})).to.equal(0)
expect(Version.compare({0, 4, 0}, {0, 4})).to.equal(0)
expect(Version.compare({0, 0, 123}, {0, 0, 123})).to.equal(0)
expect(Version.compare({26}, {26})).to.equal(0)
expect(Version.compare({26, 42}, {26, 42})).to.equal(0)
expect(Version.compare({1, 0, 0}, {1})).to.equal(0)
end)
it("should compare newer, older versions", function()
expect(Version.compare({1}, {0})).to.equal(1)
expect(Version.compare({1, 1}, {1, 0})).to.equal(1)
end)
it("should compare different major versions", function()
expect(Version.compare({1, 3, 2}, {2, 2, 1})).to.equal(-1)
expect(Version.compare({1, 2}, {2, 1})).to.equal(-1)
expect(Version.compare({1}, {2})).to.equal(-1)
end)
it("should compare different minor versions", function()
expect(Version.compare({1, 2, 3}, {1, 3, 2})).to.equal(-1)
expect(Version.compare({50, 1}, {50, 2})).to.equal(-1)
end)
end

4
plugin/src/runTests.lua Normal file
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return function()
local TestEZ = require(script.Parent.Parent.TestEZ)
TestEZ.TestBootstrap:run(script.Parent)
end

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local TestEZ = require(game.ReplicatedStorage.TestEZ)
TestEZ.TestBootstrap:run(game.ReplicatedStorage.Rojo.plugin)

5
server/.editorconfig Normal file
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[*.rs]
indent_style = space
indent_size = 4
trim_trailing_whitespace = true
insert_final_newline = true

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