--!strict local fs = require("@lune/fs") local net = require("@lune/net") local serde = require("@lune/serde") local process = require("@lune/process") local roblox = require("@lune/roblox") export type LuneDataModel = roblox.DataModel export type LuneInstance = roblox.Instance local function getAuthCookieWithFallbacks() local cookie = roblox.getAuthCookie() if cookie then return cookie end local cookieFromEnv = process.env.REMODEL_AUTH if cookieFromEnv and #cookieFromEnv > 0 then return `.ROBLOSECURITY={cookieFromEnv}` end for index, arg in process.args do if arg == "--auth" then local cookieFromArgs = process.args[index + 1] if cookieFromArgs and #cookieFromArgs > 0 then return `.ROBLOSECURITY={cookieFromArgs}` end break end end error([[ Failed to find ROBLOSECURITY cookie for authentication! Make sure you have logged into studio, or set the ROBLOSECURITY environment variable. ]]) end local function downloadAssetId(assetId: number) -- 1. Try to find the auth cookie for the current user local cookie = getAuthCookieWithFallbacks() -- 2. Send a request to the asset delivery API, -- which will respond with cdn download link(s) local assetApiResponse = net.request({ url = `https://assetdelivery.roblox.com/v2/assetId/{assetId}`, headers = { Accept = "application/json", Cookie = cookie, }, }) if not assetApiResponse.ok then error( string.format( "Failed to fetch asset download link for asset id %s!\n%s (%s)\n%s", tostring(assetId), tostring(assetApiResponse.statusCode), tostring(assetApiResponse.statusMessage), tostring(assetApiResponse.body) ) ) end -- 3. Make sure we got a valid response body local assetApiBody = serde.decode("json", assetApiResponse.body) if type(assetApiBody) ~= "table" then error( string.format( "Asset delivery API returned an invalid response body!\n%s", assetApiResponse.body ) ) elseif type(assetApiBody.locations) ~= "table" then error( string.format( "Asset delivery API returned an invalid response body!\n%s", assetApiResponse.body ) ) end -- 4. Grab the first asset download location - we only -- requested one in our query, so this will be correct local firstLocation = assetApiBody.locations[1] if type(firstLocation) ~= "table" then error( string.format( "Asset delivery API returned no download locations!\n%s", assetApiResponse.body ) ) elseif type(firstLocation.location) ~= "string" then error( string.format( "Asset delivery API returned no valid download locations!\n%s", assetApiResponse.body ) ) end -- 5. Fetch the place contents from the cdn local cdnResponse = net.request({ url = firstLocation.location, headers = { Cookie = cookie, }, }) if not cdnResponse.ok then error( string.format( "Failed to download asset with id %s from the Roblox cdn!\n%s (%s)\n%s", tostring(assetId), tostring(cdnResponse.statusCode), tostring(cdnResponse.statusMessage), tostring(cdnResponse.body) ) ) end -- 6. The response body should now be the contents of the asset file return cdnResponse.body end local function uploadAssetId(assetId: number, contents: string) -- 1. Try to find the auth cookie for the current user local cookie = getAuthCookieWithFallbacks() -- 2. Use a different endpoint to fetch a valid CSRF token local csrfHeaders = { ["User-Agent"] = "Roblox/WinInet", Accept = "application/json", Cookie = cookie, } local csrfResponse = net.request({ url = `https://auth.roblox.com/`, body = contents, method = "POST", headers = csrfHeaders, }) local csrfToken = csrfResponse.headers["x-csrf-token"] if csrfToken == nil then error('Failed to fetch CSRF token.') end -- 3. Upload the asset to Roblox local uploadHeaders = { ["User-Agent"] = "Roblox/WinInet", ["Content-Type"] = "application/octet-stream", ['X-CSRF-Token'] = csrfToken, Accept = "application/json", Cookie = cookie, } local uploadResponse = net.request({ url = `https://data.roblox.com/Data/Upload.ashx?assetid={assetId}`, body = contents, method = "POST", headers = uploadHeaders, }) -- 4. Make sure it uploaded properly if not uploadResponse.ok then error( string.format( "Failed to upload asset with id %s to Roblox!\n%s (%s)\n%s", tostring(assetId), tostring(uploadResponse.statusCode), tostring(uploadResponse.statusMessage), tostring(uploadResponse.body) ) ) end end local remodel = {} --[=[ Load an `rbxl` or `rbxlx` file from the filesystem. Returns a `DataModel` instance, equivalent to `game` from within Roblox. ]=] function remodel.readPlaceFile(filePath: string) local placeFile = fs.readFile(filePath) local place = roblox.deserializePlace(placeFile) return place end --[=[ Load an `rbxm` or `rbxmx` file from the filesystem. Note that this function returns a **list of instances** instead of a single instance! This is because models can contain mutliple top-level instances. ]=] function remodel.readModelFile(filePath: string) local modelFile = fs.readFile(filePath) local model = roblox.deserializeModel(modelFile) return model end --[=[ Reads a place asset from Roblox, equivalent to `remodel.readPlaceFile`. ***NOTE:** This function requires authentication using a ROBLOSECURITY cookie!* ]=] function remodel.readPlaceAsset(assetId: number) local contents = downloadAssetId(assetId) local place = roblox.deserializePlace(contents) return place end --[=[ Reads a model asset from Roblox, equivalent to `remodel.readModelFile`. ***NOTE:** This function requires authentication using a ROBLOSECURITY cookie!* ]=] function remodel.readModelAsset(assetId: number) local contents = downloadAssetId(assetId) local place = roblox.deserializeModel(contents) return place end --[=[ Saves an `rbxl` or `rbxlx` file out of the given `DataModel` instance. If the instance is not a `DataModel`, this function will throw. Models should be saved with `writeModelFile` instead. ]=] function remodel.writePlaceFile(filePath: string, dataModel: LuneDataModel) local asBinary = string.sub(filePath, -5) == ".rbxl" local asXml = string.sub(filePath, -6) == ".rbxlx" assert(asBinary or asXml, "File path must have .rbxl or .rbxlx extension") local placeFile = roblox.serializePlace(dataModel, asXml) fs.writeFile(filePath, placeFile) end --[=[ Saves an `rbxm` or `rbxmx` file out of the given `Instance`. If the instance is a `DataModel`, this function will throw. Places should be saved with `writePlaceFile` instead. ]=] function remodel.writeModelFile(filePath: string, instance: LuneInstance) local asBinary = string.sub(filePath, -5) == ".rbxm" local asXml = string.sub(filePath, -6) == ".rbxmx" assert(asBinary or asXml, "File path must have .rbxm or .rbxmx extension") local placeFile = roblox.serializeModel({ instance }, asXml) fs.writeFile(filePath, placeFile) end --[=[ Uploads the given `DataModel` instance to Roblox, overwriting an existing place. If the instance is not a `DataModel`, this function will throw. Models should be uploaded with `writeExistingModelAsset` instead. ***NOTE:** This function requires authentication using a ROBLOSECURITY cookie!* ]=] function remodel.writeExistingPlaceAsset(dataModel: LuneDataModel, assetId: number) local placeFile = roblox.serializePlace(dataModel) uploadAssetId(assetId, placeFile) end --[=[ Uploads the given instance to Roblox, overwriting an existing model. If the instance is a `DataModel`, this function will throw. Places should be uploaded with `writeExistingPlaceAsset` instead. ***NOTE:** This function requires authentication using a ROBLOSECURITY cookie!* ]=] function remodel.writeExistingModelAsset(instance: LuneInstance, assetId: number) local modelFile = roblox.serializeModel({ instance }) uploadAssetId(assetId, modelFile) end remodel.readFile = fs.readFile remodel.readDir = fs.readDir remodel.writeFile = fs.writeFile remodel.createDirAll = fs.writeDir remodel.removeFile = fs.removeFile remodel.removeDir = fs.removeDir remodel.isFile = fs.isFile remodel.isDir = fs.isDir return remodel