docs/modules/remodel.luau
2024-01-14 19:07:03 +01:00

287 lines
8 KiB
Lua

--!strict
local fs = require("@lune/fs")
local net = require("@lune/net")
local process = require("@lune/process")
local roblox = require("@lune/roblox")
local serde = require("@lune/serde")
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