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Implement proper access of default properties for roblox instances
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parent
201f38d44e
commit
94c1f42dbe
2 changed files with 54 additions and 24 deletions
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@ -1,8 +1,9 @@
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use std::borrow::{Borrow, Cow};
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use std::borrow::{Borrow, BorrowMut, Cow};
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use rbx_dom_weak::types::{Variant as DomValue, VariantType as DomType};
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use rbx_reflection::{ClassTag, DataType};
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#[derive(Debug, Clone, Default)]
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pub(crate) struct PropertyInfo {
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pub enum_name: Option<Cow<'static, str>>,
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pub enum_default: Option<u32>,
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@ -27,44 +28,66 @@ pub(crate) fn find_property_info(
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let instance_class = instance_class.as_ref();
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let property_name = property_name.as_ref();
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let mut current_class = Cow::Borrowed(instance_class);
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while let Some(class) = db.classes.get(current_class.as_ref()) {
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// FUTURE: We can probably cache the result of calling this
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// function, if property access is being used in a tight loop
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// in a build step or something similar then it would be beneficial
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let mut class_name = Cow::Borrowed(instance_class);
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let mut class_info = None;
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while let Some(class) = db.classes.get(class_name.as_ref()) {
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if let Some(prop_definition) = class.properties.get(property_name) {
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// We found a property, we should map it to a property
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// info containing name/type and default property value
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let prop_default = class.default_properties.get(property_name);
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return Some(match &prop_definition.data_type {
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/*
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We found a property, create a property info containing name/type
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Note that we might have found the property in the
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base class but the default value can be part of
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some separate class, it will be checked below
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*/
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class_info = Some(match &prop_definition.data_type {
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DataType::Enum(enum_name) => PropertyInfo {
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enum_name: Some(Cow::Borrowed(enum_name)),
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enum_default: prop_default.and_then(|default| match default {
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DomValue::Enum(enum_default) => Some(enum_default.to_u32()),
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_ => None,
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}),
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value_type: None,
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value_default: None,
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..Default::default()
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},
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DataType::Value(value_type) => PropertyInfo {
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enum_name: None,
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enum_default: None,
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value_type: Some(*value_type),
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value_default: prop_default,
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},
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_ => PropertyInfo {
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enum_name: None,
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enum_default: None,
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value_type: None,
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value_default: None,
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..Default::default()
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},
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_ => Default::default(),
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});
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break;
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} else if let Some(sup) = &class.superclass {
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// No property found, we should look at the superclass
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current_class = Cow::Borrowed(sup)
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class_name = Cow::Borrowed(sup)
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} else {
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break;
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}
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}
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None
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if let Some(class_info) = class_info.borrow_mut() {
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class_name = Cow::Borrowed(instance_class);
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while let Some(class) = db.classes.get(class_name.as_ref()) {
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if let Some(default) = class.default_properties.get(property_name) {
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// We found a default value, map it to a more useful value for us
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if class_info.enum_name.is_some() {
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class_info.enum_default = match default {
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DomValue::Enum(enum_default) => Some(enum_default.to_u32()),
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_ => None,
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};
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} else if class_info.value_type.is_some() {
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class_info.value_default = Some(default);
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}
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break;
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} else if let Some(sup) = &class.superclass {
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// No default value found, we should look at the superclass
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class_name = Cow::Borrowed(sup)
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} else {
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break;
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}
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}
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}
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class_info
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}
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/**
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@ -40,3 +40,10 @@ local meshPart = Instance.new("MeshPart")
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assert(not pcall(function()
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meshPart.Shape = Enum.PartType.Ball
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end))
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-- We should be able to access properties without first setting them
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assert(meshPart.Anchored == false)
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assert(meshPart.Material == Enum.Material.Plastic)
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assert(meshPart.Size == Vector3.new(4, 1.2, 2))
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assert(meshPart.CustomPhysicalProperties == nil)
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