if not game then script = require "test/relative-string" end local typeof = game and typeof or require "test/mock".typeof :: never local Vector2 = game and Vector2 or require "test/mock".Vector2 :: never local UDim2 = game and UDim2 or require "test/mock".UDim2 :: never local flags = require(script.Parent.flags) local throw = require(script.Parent.throw) local bind = require(script.Parent.bind) local _, is_action = require(script.Parent.action)() local graph = require(script.Parent.graph) type Node = graph.Node type Array = { V } type Map = { [K]: V } -- buffer of event -> callback to connect after properties are set local event_buffer = {} :: Map ()> -- buffer of priority -> callback to run after events are connected local action_buffers = {} :: Map ()>> -- lazily create buffers on nil index setmetatable(action_buffers :: any, { __index = function(_, i: number) action_buffers[i] = {} return action_buffers[i] end }) -- cache in strict mode to detect duplicate property set at same nesting level local nested_debug_cache = {} :: Map> setmetatable(nested_debug_cache :: any, { __index = function(_, i: number) nested_debug_cache[i] = {} return nested_debug_cache[i] end }) -- use stack instead of recursive function to process nested layers one at time -- deeper-nested properties take precedence over shallower-nested ones -- each nested layer occupies two indexes: 1. table ref 2. nested depth -- e.g. { t1 = { t3 = {} }, t2 = {} } -> { t1, 1, t2, 1, t3, 2 } local nested_stack = {} :: { {} | number } -- todo: solution without manual updating of this table -- map of datatype names to class default constructor for aggregate init local aggregates = {} for i, v in next, { CFrame = CFrame, Color3 = Color3, UDim = UDim, UDim2 = UDim2, Vector2 = Vector2, Vector3 = Vector3, Rect = Rect } do aggregates[i] = v.new end -- processes a potentially nested table of values to assign to an instance local function process_props(instance: Instance, properties: Map) local strict = flags.strict table.clear(nested_stack) if strict then table.clear(nested_debug_cache) end local depth = 1 repeat for property, value in properties do if type(property) == "string" then if strict then -- check for duplicate prop assignment at nesting layer if nested_debug_cache[depth][property] then throw(`duplicate property {property} at depth {depth}`) end nested_debug_cache[depth][property] = true end if type(value) == "table" then -- attempt aggregate init local ctor = aggregates[typeof((instance :: any)[property])] if ctor == nil then throw(`cannot aggregate type {typeof(value)} for property {property}`) end (instance :: any)[property] = ctor(unpack(value :: {})) elseif type(value) == "function" then if typeof((instance :: any)[property]) == "RBXScriptSignal" then event_buffer[property] = value :: () -> () -- add event to buffer else bind.property(instance, property, value :: () -> ()) -- bind property end else (instance :: any)[property] = value -- set property end elseif type(property) == "number" then if type(value) == "function" then bind.children(instance, value :: () -> Instance | Array) -- bind children elseif type(value) == "table" then if is_action(value) then table.insert(action_buffers[(value :: any).priority], (value :: any).callback :: () -> ()) -- add action to buffer else table.insert(nested_stack, value :: {}) table.insert(nested_stack, depth + 1) -- push table to stack for later processing end else (value :: Instance).Parent = instance -- parent child end end end -- pop next nested table off stack depth = table.remove(nested_stack) :: number properties = table.remove(nested_stack) :: {} until not properties end -- applies table of nested properties to an instance using full vide semantics local function apply(instance: T & Instance, properties: { [unknown]: unknown }): T if not properties then throw("no properties given, did you forget to call the constructor returned by create()?") end -- queue parent assignment if any for last local parent: unknown = properties.Parent if parent then properties.Parent = nil end -- reset buffers table.clear(event_buffer) for _, buffer in next, action_buffers do table.clear(buffer) end -- process all properties for immediate setting or buffering process_props(instance, properties) -- connect buffered events for event, fn in next, event_buffer do (instance :: any)[event]:Connect(fn) end -- run buffered actions for _, buffer in next, action_buffers do for _, callback in next, buffer do callback(instance) end end -- finally set parent if any if parent then if type(parent) == "function" then bind.parent(instance, parent :: () -> Instance) else instance.Parent = parent :: Instance end end return instance end return apply