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fione's Issues

FiOne Decompiler

Hello, so i'm trying to create a Text Editor like Visual Studio Code. I have a button with the code of:
script.Parent.MouseButton1Click:Connect(function()
local loadstring = require(workspace.Loadstring)
local executable, compileFailReason = loadstring(script.Parent.Parent.texteditor_.Text)
executable()
end) -- this button is a run button to run the code in the texteditortextbox*
and i also have an output textbox
but i dont really know how to make the thing say in the output textbox
instead of the normal roblox studio console.
Help would be really appreciated!

tables cannot be cyclic

local places = {'ReplicatedFirst','StarterGui','StarterPack'}
for _,v in next,places do
	print(v)
end

Running this code results in it saying that there is a cyclic table, when the table is quite literally just three strings, with no references to itself whatsoever.

attempt to perform arithmetic on local "stm_byte" (a function value)

I'm using vanilla lua 5.1, I don't use the luajit interpreter

Whenever I require FiOne's module, I get a runtime error saying attempt to perform arithmetic on local "stm_byte" (a function value) (line: 336)
When looking at FiOne, line 336 is "end". I'm not sure why it's throwing this error.

Any ideas?
yikes my good sir

Big Thank You

This isn't necessarily an issue, but I couldn't find any other way to contact you. I just want to thank you so much for the work you've done on FiOne and various other programs. I've been working on modifying a Lua compiler for quite some time now, and without your Interpreter I'd be pretty lost right now, so thank you so much for all you've done, Rerumu! Again, I apologize for the less than conventional way of messaging you but I was unable to find contact information such as email or Discord.

Weird stack overflow issue

Hi, I made a private library that helps with code execution that can switch between FiOne and Roblox's native loadstring, it creates a wrapper on Roblox instances aswell, I noticed that when I use FiOne to run a code that iterates a table, the table becomes a self cyclic table where it's content is only that table while the original definition of the table only contained normal things like strings or numbers, this is obviously unexpected behavior, however when using Roblox's native loadstring, it runs just fine, that's why I came here to try and see if it could be fixed.

Right now the reproduction files are unfortunately private, so if you can then can you tell me where else can we talk in private so I can send over the repro?

Thanks.

Execute LuaJIT bytecode

I have no idea about the differences between Lua and LuaJIT bytecode tbh, but this would be useful.

Here's a random example (without debug symbols):

local fn = function(num)
	local ans = 0

	for i = 1, num do ans = ans + i end

	return ans
end
local dump = string.dump(fn, true)
print("RAW")
print(dump)
print("HEX")
print((dump:gsub('.', function (c)
    return string.format('%02X', string.byte(c))
end)))

>RAW
>LJ>'
>HEX
>1B4C4A020A2700010600000008290100002902010012030000290401004D020280200105014F02FE7F4C01020000

[feature request] implement virtual getfenv/setfenv

Yet another don't know enough to implement, but I might give a swirl after I finish up a passion project. The LuLu implementation was able to virtualize implementation of getfenv/setfenv, which would be handy to further reduce performance penalty impact in the new ROBLOX VM.

Hiding the stack trace of FiOne and calling script?

Is it possible to modify FiOne to be able to hide stack trace of itself and the script calling FiOne when code execution encounters a halt? I want to like hide this and possibly show the actual stack trace (like line number of where the error came from)

  Stack Begin
  Script 'ServerStorage.FiOne', Line 547 - function on_lua_error
  Stack End

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