/
ServeSession.lua
361 lines (288 loc) · 10.2 KB
/
ServeSession.lua
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local StudioService = game:GetService("StudioService")
local RunService = game:GetService("RunService")
local Packages = script.Parent.Parent.Packages
local Log = require(Packages.Log)
local Fmt = require(Packages.Fmt)
local t = require(Packages.t)
local Promise = require(Packages.Promise)
local ChangeBatcher = require(script.Parent.ChangeBatcher)
local encodePatchUpdate = require(script.Parent.ChangeBatcher.encodePatchUpdate)
local InstanceMap = require(script.Parent.InstanceMap)
local PatchSet = require(script.Parent.PatchSet)
local Reconciler = require(script.Parent.Reconciler)
local strict = require(script.Parent.strict)
local Settings = require(script.Parent.Settings)
local Status = strict("Session.Status", {
NotStarted = "NotStarted",
Connecting = "Connecting",
Connected = "Connected",
Disconnected = "Disconnected",
})
local function debugPatch(object)
return Fmt.debugify(object, function(patch, output)
output:writeLine("Patch {{")
output:indent()
for removed in ipairs(patch.removed) do
output:writeLine("Remove ID {}", removed)
end
for id, added in pairs(patch.added) do
output:writeLine("Add ID {} {:#?}", id, added)
end
for _, updated in ipairs(patch.updated) do
output:writeLine("Update ID {} {:#?}", updated.id, updated)
end
output:unindent()
output:write("}")
end)
end
local ServeSession = {}
ServeSession.__index = ServeSession
ServeSession.Status = Status
local validateServeOptions = t.strictInterface({
apiContext = t.table,
twoWaySync = t.boolean,
})
function ServeSession.new(options)
assert(validateServeOptions(options))
-- Declare self ahead of time to capture it in a closure
local self
local function onInstanceChanged(instance, propertyName)
if not self.__twoWaySync then
return
end
self.__changeBatcher:add(instance, propertyName)
end
local function onChangesFlushed(patch)
self.__apiContext:write(patch)
end
local instanceMap = InstanceMap.new(onInstanceChanged)
local changeBatcher = ChangeBatcher.new(instanceMap, onChangesFlushed)
local reconciler = Reconciler.new(instanceMap)
local connections = {}
local connection = StudioService:GetPropertyChangedSignal("ActiveScript"):Connect(function()
local activeScript = StudioService.ActiveScript
if activeScript ~= nil then
self:__onActiveScriptChanged(activeScript)
end
end)
table.insert(connections, connection)
self = {
__status = Status.NotStarted,
__apiContext = options.apiContext,
__twoWaySync = options.twoWaySync,
__reconciler = reconciler,
__instanceMap = instanceMap,
__changeBatcher = changeBatcher,
__statusChangedCallback = nil,
__connections = connections,
}
setmetatable(self, ServeSession)
return self
end
function ServeSession:__fmtDebug(output)
output:writeLine("ServeSession {{")
output:indent()
output:writeLine("API Context: {:#?}", self.__apiContext)
output:writeLine("Instances: {:#?}", self.__instanceMap)
output:unindent()
output:write("}")
end
function ServeSession:getStatus()
return self.__status
end
function ServeSession:onStatusChanged(callback)
self.__statusChangedCallback = callback
end
function ServeSession:setConfirmCallback(callback)
self.__userConfirmCallback = callback
end
function ServeSession:hookPrecommit(callback)
return self.__reconciler:hookPrecommit(callback)
end
function ServeSession:hookPostcommit(callback)
return self.__reconciler:hookPostcommit(callback)
end
function ServeSession:start()
self:__setStatus(Status.Connecting)
self.__apiContext
:connect()
:andThen(function(serverInfo)
self:__applyGameAndPlaceId(serverInfo)
return self:__initialSync(serverInfo):andThen(function()
self:__setStatus(Status.Connected, serverInfo.projectName)
return self:__mainSyncLoop()
end)
end)
:catch(function(err)
if self.__status ~= Status.Disconnected then
self:__stopInternal(err)
end
end)
end
function ServeSession:stop()
self:__stopInternal()
end
function ServeSession:__applyGameAndPlaceId(serverInfo)
if serverInfo.gameId ~= nil then
game:SetUniverseId(serverInfo.gameId)
end
if serverInfo.placeId ~= nil then
game:SetPlaceId(serverInfo.placeId)
end
end
function ServeSession:__onActiveScriptChanged(activeScript)
if not Settings:get("openScriptsExternally") then
Log.trace("Not opening script {} because feature not enabled.", activeScript)
return
end
if self.__status ~= Status.Connected then
Log.trace("Not opening script {} because session is not connected.", activeScript)
return
end
local scriptId = self.__instanceMap.fromInstances[activeScript]
if scriptId == nil then
Log.trace("Not opening script {} because it is not known by Rojo.", activeScript)
return
end
Log.debug("Trying to open script {} externally...", activeScript)
-- Force-close the script inside Studio... with a small delay in the middle
-- to prevent Studio from crashing.
spawn(function()
local existingParent = activeScript.Parent
activeScript.Parent = nil
for _ = 1, 3 do
RunService.Heartbeat:Wait()
end
activeScript.Parent = existingParent
end)
-- Notify the Rojo server to open this script
self.__apiContext:open(scriptId)
end
function ServeSession:__initialSync(serverInfo)
return self.__apiContext:read({ serverInfo.rootInstanceId }):andThen(function(readResponseBody)
-- Tell the API Context that we're up-to-date with the version of
-- the tree defined in this response.
self.__apiContext:setMessageCursor(readResponseBody.messageCursor)
-- For any instances that line up with the Rojo server's view, start
-- tracking them in the reconciler.
Log.trace("Matching existing Roblox instances to Rojo IDs")
self.__reconciler:hydrate(readResponseBody.instances, serverInfo.rootInstanceId, game)
-- Calculate the initial patch to apply to the DataModel to catch us
-- up to what Rojo thinks the place should look like.
Log.trace("Computing changes that plugin needs to make to catch up to server...")
local success, catchUpPatch =
self.__reconciler:diff(readResponseBody.instances, serverInfo.rootInstanceId, game)
if not success then
Log.error("Could not compute a diff to catch up to the Rojo server: {:#?}", catchUpPatch)
end
for _, update in catchUpPatch.updated do
if update.id == self.__instanceMap.fromInstances[game] and update.changedClassName ~= nil then
-- Non-place projects will try to update the classname of game from DataModel to
-- something like Folder, ModuleScript, etc. This would fail, so we exit with a clear
-- message instead of crashing.
return Promise.reject(
"Cannot sync a model as a place."
.. "\nEnsure Rojo is serving a project file that has a DataModel at the root of its tree and try again."
.. "\nSee project file docs: https://rojo.space/docs/v7/project-format/"
)
end
end
Log.trace("Computed hydration patch: {:#?}", debugPatch(catchUpPatch))
local userDecision = "Accept"
if self.__userConfirmCallback ~= nil then
userDecision = self.__userConfirmCallback(self.__instanceMap, catchUpPatch, serverInfo)
end
if userDecision == "Abort" then
return Promise.reject("Aborted Rojo sync operation")
elseif userDecision == "Reject" then
if not self.__twoWaySync then
return Promise.reject("Cannot reject sync operation without two-way sync enabled")
end
-- The user wants their studio DOM to write back to their Rojo DOM
-- so we will reverse the patch and send it back
local inversePatch = PatchSet.newEmpty()
-- Send back the current properties
for _, change in catchUpPatch.updated do
local instance = self.__instanceMap.fromIds[change.id]
if not instance then
continue
end
local update = encodePatchUpdate(instance, change.id, change.changedProperties)
table.insert(inversePatch.updated, update)
end
-- Add the removed instances back to Rojo
-- selene:allow(empty_if, unused_variable, empty_loop)
for _, instance in catchUpPatch.removed do
-- TODO: Generate ID for our instance and add it to inversePatch.added
end
-- Remove the additions we've rejected
for id, _change in catchUpPatch.added do
table.insert(inversePatch.removed, id)
end
return self.__apiContext:write(inversePatch)
elseif userDecision == "Accept" then
local unappliedPatch = self.__reconciler:applyPatch(catchUpPatch)
if not PatchSet.isEmpty(unappliedPatch) then
Log.debug(
"Could not apply all changes requested by the Rojo server:\n{}",
PatchSet.humanSummary(self.__instanceMap, unappliedPatch)
)
end
return Promise.resolve()
else
return Promise.reject("Invalid user decision: " .. userDecision)
end
end)
end
function ServeSession:__mainSyncLoop()
return Promise.new(function(resolve, reject)
while self.__status == Status.Connected do
local success, result = self.__apiContext
:retrieveMessages()
:andThen(function(messages)
if self.__status == Status.Disconnected then
-- In the time it took to retrieve messages, we disconnected
-- so we just resolve immediately without patching anything
return
end
Log.trace("Serve session {} retrieved {} messages", tostring(self), #messages)
for _, message in messages do
local unappliedPatch = self.__reconciler:applyPatch(message)
if not PatchSet.isEmpty(unappliedPatch) then
Log.debug(
"Could not apply all changes requested by the Rojo server:\n{}",
PatchSet.humanSummary(self.__instanceMap, unappliedPatch)
)
end
end
end)
:await()
if self.__status == Status.Disconnected then
-- If we are no longer connected after applying, we stop silently
-- without checking for errors as they are no longer relevant
break
elseif success == false then
reject(result)
end
end
-- We are no longer connected, so we resolve the promise
resolve()
end)
end
function ServeSession:__stopInternal(err)
self:__setStatus(Status.Disconnected, err)
self.__apiContext:disconnect()
self.__instanceMap:stop()
self.__changeBatcher:stop()
for _, connection in ipairs(self.__connections) do
connection:Disconnect()
end
self.__connections = {}
end
function ServeSession:__setStatus(status, detail)
self.__status = status
if self.__statusChangedCallback ~= nil then
self.__statusChangedCallback(status, detail)
end
end
return ServeSession