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369 lines
11 KiB
Text
369 lines
11 KiB
Text
import { Steps } from "nextra/components"
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# Migrating from Remodel
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If you have used [Remodel](https://github.com/rojo-rbx/remodel) before to manipulate place and/or
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model files, this migration guide will help you get started with accomplishing the same tasks in
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Lune.
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## Drop-in Compatibility
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This guide provides a module which translates all of the relevant Lune APIs to their Remodel
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equivalents.
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<Steps>
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### Step 1
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Copy the source below and place it in a file named `remodel.luau`:
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<details>
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<summary>Click to expand</summary>
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```lua copy
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--!strict
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local fs = require("@lune/fs")
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local net = require("@lune/net")
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local serde = require("@lune/serde")
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local process = require("@lune/process")
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local roblox = require("@lune/roblox")
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export type LuneDataModel = roblox.DataModel
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export type LuneInstance = roblox.Instance
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local function getAuthCookieWithFallbacks()
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local cookie = roblox.getAuthCookie()
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if cookie then
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return cookie
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end
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local cookieFromEnv = process.env.REMODEL_AUTH
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if cookieFromEnv and #cookieFromEnv > 0 then
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return `.ROBLOSECURITY={cookieFromEnv}`
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end
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for index, arg in process.args do
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if arg == "--auth" then
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local cookieFromArgs = process.args[index + 1]
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if cookieFromArgs and #cookieFromArgs > 0 then
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return `.ROBLOSECURITY={cookieFromArgs}`
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end
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break
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end
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end
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error([[
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Failed to find ROBLOSECURITY cookie for authentication!
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Make sure you have logged into studio, or set the ROBLOSECURITY environment variable.
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]])
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end
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local function downloadAssetId(assetId: number)
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-- 1. Try to find the auth cookie for the current user
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local cookie = getAuthCookieWithFallbacks()
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-- 2. Send a request to the asset delivery API,
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-- which will respond with cdn download link(s)
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local assetApiResponse = net.request({
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url = `https://assetdelivery.roblox.com/v2/assetId/{assetId}`,
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headers = {
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Accept = "application/json",
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Cookie = cookie,
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},
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})
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if not assetApiResponse.ok then
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error(
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string.format(
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"Failed to fetch asset download link for asset id %s!\n%s (%s)\n%s",
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tostring(assetId),
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tostring(assetApiResponse.statusCode),
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tostring(assetApiResponse.statusMessage),
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tostring(assetApiResponse.body)
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)
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)
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end
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-- 3. Make sure we got a valid response body
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local assetApiBody = serde.decode("json", assetApiResponse.body)
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if type(assetApiBody) ~= "table" then
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error(
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string.format(
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"Asset delivery API returned an invalid response body!\n%s",
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assetApiResponse.body
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)
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)
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elseif type(assetApiBody.locations) ~= "table" then
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error(
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string.format(
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"Asset delivery API returned an invalid response body!\n%s",
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assetApiResponse.body
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)
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)
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end
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-- 4. Grab the first asset download location - we only
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-- requested one in our query, so this will be correct
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local firstLocation = assetApiBody.locations[1]
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if type(firstLocation) ~= "table" then
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error(
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string.format(
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"Asset delivery API returned no download locations!\n%s",
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assetApiResponse.body
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)
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)
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elseif type(firstLocation.location) ~= "string" then
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error(
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string.format(
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"Asset delivery API returned no valid download locations!\n%s",
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assetApiResponse.body
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)
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)
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end
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-- 5. Fetch the place contents from the cdn
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local cdnResponse = net.request({
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url = firstLocation.location,
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headers = {
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Cookie = cookie,
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},
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})
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if not cdnResponse.ok then
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error(
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string.format(
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"Failed to download asset with id %s from the Roblox cdn!\n%s (%s)\n%s",
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tostring(assetId),
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tostring(cdnResponse.statusCode),
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tostring(cdnResponse.statusMessage),
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tostring(cdnResponse.body)
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)
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)
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end
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-- 6. The response body should now be the contents of the asset file
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return cdnResponse.body
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end
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local function uploadAssetId(assetId: number, contents: string)
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-- 1. Try to find the auth cookie for the current user
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local cookie = getAuthCookieWithFallbacks()
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-- 2. Create request headers in advance, we might re-use them for CSRF challenges
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local headers = {
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["User-Agent"] = "Roblox/WinInet",
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["Content-Type"] = "application/octet-stream",
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Accept = "application/json",
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Cookie = cookie,
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}
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-- 3. Create and send a request to the upload url
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local uploadResponse = net.request({
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url = `https://data.roblox.com/Data/Upload.ashx?assetid={assetId}`,
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body = contents,
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method = "POST",
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headers = headers,
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})
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-- 4. Check if we got a valid response, we might have gotten a CSRF
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-- challenge and need to send the request with a token included
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if
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not uploadResponse.ok
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and uploadResponse.statusCode == 403
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and uploadResponse.headers["x-csrf-token"] ~= nil
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then
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headers["X-CSRF-Token"] = uploadResponse.headers["x-csrf-token"]
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uploadResponse = net.request({
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url = `https://data.roblox.com/Data/Upload.ashx?assetid={assetId}`,
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body = contents,
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method = "POST",
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headers = headers,
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})
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end
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if not uploadResponse.ok then
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error(
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string.format(
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"Failed to upload asset with id %s to Roblox!\n%s (%s)\n%s",
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tostring(assetId),
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tostring(uploadResponse.statusCode),
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tostring(uploadResponse.statusMessage),
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tostring(uploadResponse.body)
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)
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)
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end
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end
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local remodel = {}
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--[=[
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Load an `rbxl` or `rbxlx` file from the filesystem.
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Returns a `DataModel` instance, equivalent to `game` from within Roblox.
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]=]
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function remodel.readPlaceFile(filePath: string)
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local placeFile = fs.readFile(filePath)
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local place = roblox.deserializePlace(placeFile)
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return place
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end
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--[=[
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Load an `rbxm` or `rbxmx` file from the filesystem.
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Note that this function returns a **list of instances** instead of a single instance!
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This is because models can contain mutliple top-level instances.
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]=]
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function remodel.readModelFile(filePath: string)
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local modelFile = fs.readFile(filePath)
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local model = roblox.deserializeModel(modelFile)
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return model
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end
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--[=[
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Reads a place asset from Roblox, equivalent to `remodel.readPlaceFile`.
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***NOTE:** This function requires authentication using a ROBLOSECURITY cookie!*
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]=]
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function remodel.readPlaceAsset(assetId: number)
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local contents = downloadAssetId(assetId)
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local place = roblox.deserializePlace(contents)
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return place
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end
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--[=[
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Reads a model asset from Roblox, equivalent to `remodel.readModelFile`.
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***NOTE:** This function requires authentication using a ROBLOSECURITY cookie!*
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]=]
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function remodel.readModelAsset(assetId: number)
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local contents = downloadAssetId(assetId)
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local place = roblox.deserializeModel(contents)
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return place
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end
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--[=[
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Saves an `rbxl` or `rbxlx` file out of the given `DataModel` instance.
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If the instance is not a `DataModel`, this function will throw.
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Models should be saved with `writeModelFile` instead.
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]=]
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function remodel.writePlaceFile(filePath: string, dataModel: LuneDataModel)
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local asBinary = string.sub(filePath, -5) == ".rbxl"
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local asXml = string.sub(filePath, -6) == ".rbxlx"
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assert(asBinary or asXml, "File path must have .rbxl or .rbxlx extension")
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local placeFile = roblox.serializePlace(dataModel, asXml)
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fs.writeFile(filePath, placeFile)
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end
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--[=[
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Saves an `rbxm` or `rbxmx` file out of the given `Instance`.
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If the instance is a `DataModel`, this function will throw.
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Places should be saved with `writePlaceFile` instead.
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]=]
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function remodel.writeModelFile(filePath: string, instance: LuneInstance)
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local asBinary = string.sub(filePath, -5) == ".rbxm"
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local asXml = string.sub(filePath, -6) == ".rbxmx"
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assert(asBinary or asXml, "File path must have .rbxm or .rbxmx extension")
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local placeFile = roblox.serializeModel({ instance }, asXml)
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fs.writeFile(filePath, placeFile)
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end
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--[=[
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Uploads the given `DataModel` instance to Roblox, overwriting an existing place.
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If the instance is not a `DataModel`, this function will throw.
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Models should be uploaded with `writeExistingModelAsset` instead.
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***NOTE:** This function requires authentication using a ROBLOSECURITY cookie!*
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]=]
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function remodel.writeExistingPlaceAsset(dataModel: LuneDataModel, assetId: number)
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local placeFile = roblox.serializePlace(dataModel)
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uploadAssetId(assetId, placeFile)
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end
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--[=[
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Uploads the given instance to Roblox, overwriting an existing model.
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If the instance is a `DataModel`, this function will throw.
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Places should be uploaded with `writeExistingPlaceAsset` instead.
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***NOTE:** This function requires authentication using a ROBLOSECURITY cookie!*
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]=]
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function remodel.writeExistingModelAsset(instance: LuneInstance, assetId: number)
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local modelFile = roblox.serializeModel({ instance })
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uploadAssetId(assetId, modelFile)
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end
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remodel.readFile = fs.readFile
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remodel.readDir = fs.readDir
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remodel.writeFile = fs.writeFile
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remodel.createDirAll = fs.writeDir
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remodel.removeFile = fs.removeFile
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remodel.removeDir = fs.removeDir
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remodel.isFile = fs.isFile
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remodel.isDir = fs.isDir
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return remodel
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```
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</details>
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This module is quite large, but you will not need to read through it unless you want to know about
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the internal details of how Remodel used to work.
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### Step 2
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Next, create another script next to your `remodel.luau`. We will be naming it `example.luau`, but
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you can name it whatever you want. This example code is from one of the previous Remodel-native
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example scripts, with only the top line added:
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```lua copy
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local remodel = require("./remodel")
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-- One use for Remodel is to move the terrain of one place into another place.
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local inputGame = remodel.readPlaceFile("input-place.rbxlx")
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local outputGame = remodel.readPlaceFile("output-place.rbxlx")
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-- This isn't possible inside Roblox, but works just fine in Remodel!
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outputGame.Workspace.Terrain:Destroy()
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inputGame.Workspace.Terrain.Parent = outputGame.Workspace
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remodel.writePlaceFile("output-place-updated.rbxlx", outputGame)
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```
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### Step 3
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Finally, run the script you've created by providing the script name to Lune, in our case `example`,
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without the luau file extension. Everything should work the same way it did when running natively in
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Remodel, now running in Lune 🚀
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```sh copy
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lune example
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```
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</Steps>
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## API Differences
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Since Lune is meant to be a general-purpose Luau runtime, it takes a different approach from Remodel
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in certain areas:
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- Lune uses Luau instead of Lua 5.3.
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- APIs are more loosely coupled, for example reading a Roblox place file is separated into two
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steps - reading the actual file using Lune's `fs` built-in library, and then deserializing that
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file using the `roblox` built-in library.
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- Lune tries to support many more formats and use cases - while Remodel has the `JSON` global for
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converting to/from JSON specifically, Lune has the `serde` built-in library which can convert
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to/from JSON, YAML, TOML, compress and decompress files, and more.
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- Built-in libraries are not accessible from global variables, you have to explicitly import them
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using `require("@lune/library-name")`.
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- Arguments given to the script are not available in `...`, you have to import them using the
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`process` library:
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```lua copy
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local process = require("@lune/process")
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print(process.args) -- Same as print(...) in Remodel
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```
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There are many more subtle differences between the two, not all of which are listed here.
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