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Flesh out documentation, normalize markdown indentation
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docs/sync-details.md
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# Sync Details
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This page aims to describe how Rojo turns files on the filesystem into Roblox objects.
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## Folders
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Any directory on the filesystem will turn into a `Folder` instance in Roblox, unless that folder matches the name of a service or other existing instance. In those cases, that instance will be preserved.
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## Scripts
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Rojo can represent `ModuleScript`, `Script`, and `LocalScript` objects. The default script type is `ModuleScript`, since most scripts in well-structued Roblox projects will be modules.
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| File Name | Instance Type |
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| -------------- | -------------- |
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| `*.server.lua` | `Script` |
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| `*.client.lua` | `LocalScript` |
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| `*.lua` | `ModuleScript` |
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If a directory contains a file named `init.server.lua`, `init.client.lua`, or `init.lua`, that folder will be transformed into a `*Script` instance with the conents of the `init` file. This can be used to create scripts inside of scripts.
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For example, this file tree:
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* my-game
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* init.client.lua
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* foo.lua
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Will turn into these instances in Roblox:
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## Models
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Rojo supports a JSON model format for representing simple models. It's designed for instance types like `BindableEvent` or `*Value` objects, and is not suitable for larger models.
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!!! info
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In the future, Rojo will support `.rbxmx` models. See [issue #7](https://github.com/LPGhatguy/rojo/issues/7) for more details and updates on this feature.
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JSON model files are strict, with every property being required. They look like this:
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```json
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{
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"Name": "hello",
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"ClassName": "Model",
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"Children": [
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{
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"Name": "Some Part",
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"ClassName": "Part",
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"Children": [],
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"Properties": {}
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},
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{
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"Name": "Some StringValue",
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"ClassName": "StringValue",
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"Children": [],
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"Properties": {
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"Value": {
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"Type": "String",
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"Value": "Hello, world!"
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}
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}
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}
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],
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"Properties": {}
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}
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```
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