#OOP Type Checking Workaround

1 messages · Page 1 of 1 (latest)

warped moss
#

I'm trying to use type checking because it's helpful and I like it.

It all works just fine, except when I need to require something from ReplicatedStorage.

Because the linter can't handle non-static paths for require, I can't get the exported type from the class.

-- Solves type checking error, does not actually set the type
local Logger = require(ReplicatedStorage:WaitForChild("Utility").Classes.Logger)

-- I expect to be able to do this, but it does not work (typechecking error), no intellisense
local myLogger : Logger.Logger = Logger.new()

So I'm stuck here really trying to make it work so I can pull the exported type from the required module.

Has anyone done this before and have a workaround? I've googled this quite a lot and the suggested work arounds just don't work.

I tried using Rojo, but it seems it hasn't been updated since 2021, and Visual Studio Code seems to have a similar issue, and the Rojo plugin doesn't seem to be able to actually change code.

Edit
Turns out I'm stupid and I just wasn't using the right path in the require

twilit ridge
#

what's the logger module

#

@warped moss

warped moss
twilit ridge
#

I need to see it

warped moss
#
--!strict

--[[
    Helps log information to the console for better debugging.
    
    Just helps with prefixing a tag so the source of print statements is easier to see.
]]

type LoggerImpl = {
    __index:     LoggerImpl,
    new:         (tag: string, disabled: boolean) -> LoggerType,
    TagInfo:     (tag: string, ...any) -> (),
    TagWarn:     (tag: string, ...any) -> (),
    TagError:     (tag: string, ...any) -> (),
    Info:         (...any) -> (),
    Warn:         (...any) -> (),
    Error:         (...any) -> ()
}

type LoggerInst = {
    Tag: string,
    Disabled: boolean
}

export type LoggerType = typeof(setmetatable({} :: LoggerInst, {} :: LoggerImpl))

local Logger = {}
Logger.__index = Logger

--[[
    Logs a message as a white-colored info output
]]
function Logger.TagInfo(tag: string, ...)
    print(`[{tag}]`, ...)
end

--[[
    Logs a message as a yellow-colored warning output
]]
function Logger.TagWarn(tag: string, ...)
    warn(`[{tag}]`, ...)
end

--[[
    Logs an error, halting execution
]]
function Logger.TagError(tag: string, ...)
    local t = table.pack(...)
    local str = ""
    for _, v in t do
        str = str..`{v} `
    end
    error(`[{tag}] {str}`)
end

--[[
    Creates a new logger, using the given tag in future logs
]]
function Logger.new(tag: string, disabled: boolean?)
    local self = setmetatable({}, Logger)

    self.Tag = tag
    self.Disabled = disabled or false

    return self
end

--[[
    Logs a message as a white-colored info output
]]
function Logger:Info(...)
    if (self.Disabled) then return end
    print(`[{self.Tag}]`, ...)
end

--[[
    Logs a message as a yellow-colored warning output
]]
function Logger:Warn(...)
    if (self.Disabled) then return end
    warn(`[{self.Tag}]`, ...)
end

--[[
    Logs an error, halting execution
]]
function Logger:Error(...)
    if (self.Disabled) then return end
    local t = table.pack(...)
    local str = ""
    for _, v in t do
        str = str..`{v} `
    end
    error(`[{self.Tag}] {str}`)
end

return Logger
twilit ridge
#

just say that the function returns a LoggerType

warped moss
# twilit ridge just say that the function returns a LoggerType

That doesn't solve the issue. I left that out due to the fact the Luau docs example did not include it

The issue is I can't use the type in this scenario:

type SpiderClassInst = {
    Logger: Logger.Logger
}

as this

local Logger = require(ReplicatedStorage:WaitForChild("Utility").Classes.Logger)

doesn't seem to be able to see the types regardless of exporting.

local Logger = require(ReplicatedStorage.Utility.Classes.Logger)

Does not work either as that causes an unsupported path error, as it isn't static

twilit ridge
#

if you want to use types from other modules u'll need to export it if its that what you're asking

#

cuz I didn't really understood the issue

warped moss
twilit ridge
#

I usually manually write all the properties & methods of OOP in a global types module

#

so for example here I would just require the types module and just do Types.Logger

warped moss
twilit ridge
#

just along with my modules container

warped moss
twilit ridge
#

is just a module that I use globally for all my types so I just do

local Types = require(RS.Modules.Utils.Types)

and then I can easily do

local a: Types.MyOOP

for example

warped moss
twilit ridge
#

nope, here you would need to specify the module that exported these types and then access it

warped moss
twilit ridge
#

but I don't understand what are you trying to do? like when you require the module what are you expecting to happen

warped moss
#

where "Types" is

export type LoggerImpl = {
    __index:     LoggerImpl,
    new:         (tag: string, disabled: boolean) -> LoggerType,
    TagInfo:     (tag: string, ...any) -> (),
    TagWarn:     (tag: string, ...any) -> (),
    TagError:     (tag: string, ...any) -> (),
    Info:         (...any) -> (),
    Warn:         (...any) -> (),
    Error:         (...any) -> ()
}

export type LoggerInst = {
    Tag: string,
    Disabled: boolean
}

export type LoggerType = typeof(setmetatable({} :: LoggerInst, {} :: LoggerImpl))

return {}
twilit ridge
#

to access the LoggerType just do LoggerTypes.LoggerType

warped moss
twilit ridge
#

local a: LoggerTypes.LoggerType

warped moss
twilit ridge
#

you're not accessing the right type

#

.LoggerType

warped moss
# twilit ridge .LoggerType

Wow I'm an absolute doofus. I should have read that first. I'm sorry.

Seems to work now. I think this works just fine for me. Thanks for taking the time to parse all that with me.

twilit ridge
#

wrinting a dot should autocomplete all the types dot just like tables

warped moss
#

From the Luau docs:

-- Module Bar
export type Baz = string

local module = {}

module.Quux = "Hello, world!"

return module

-- Module Foo
local Bar = require(script.Parent.Bar)

local baz1: Bar.Baz = 1     -- not ok
local baz2: Bar.Baz = "foo" -- ok

print(Bar.Quux)         -- ok
print(Bar.FakeProperty) -- not ok

Bar.NewProperty = true -- not ok
#

Oh maybe it meant just that kind of interaction is for static paths, but your method will always work. Okay

unreal leaf
#

I use it and you can specify the filesystem path of a module upon requiring a module, which returns everything inside of that module and can be used for typing.

#

E.g

…
—-@module src.ReplicatedStorage.Modules.WeaponModule
local WeaponModule = require(ReplicatedStorage.Modules.WeaponModule)
…
#

@warped moss

#

Although it seems like your problem has been fixed.

#

Either way I passed on my opinion, if you ever need it hope it helps.

#

It also means you don’t have to type out export type for every module or have a global module for storing types etcetc

warped moss
unreal leaf
#

ROBLOX LSP parses the module file you provide in the file system and assigns the returned type in the module to the require(…)

#

So in Rojo (and I use VSCode), I can have intellisense work as intended on the class

#

Either way if you can export the type of the class too then that works

foggy idolBOT
#

studio** You are now Level 11! **studio

unreal leaf
#

But Rojo and ROBLOX LSP are pretty nice, so I’m just giving a recommendation.

warped moss
unreal leaf
#

Rojo 7.4.4, latest version of ROBLOX LSP with some settings mended although I think —-@module works out the box, not sure from what version though

unreal leaf
warped moss
unreal leaf
#

Are the files listed in the default.project.json “path” paths?

#

If there isn’t a “path” scope set in default.project.json where your code is Rojo for some reason doesn’t understand changes at all

warped moss
# unreal leaf If there isn’t a “path” scope set in default.project.json where your code is Roj...
{
  "name": "project",
  "tree": {
    "$className": "DataModel",
    "ReplicatedStorage": {
      "$className": "ReplicatedStorage",
      "$ignoreUnknownInstances": true,
      "$path": "src/ReplicatedStorage"
    },
    "ServerScriptService": {
      "$className": "ServerScriptService",
      "$ignoreUnknownInstances": true,
      "$path": "src/ServerScriptService"
    },
    "ServerStorage": {
      "$className": "ServerStorage",
      "$ignoreUnknownInstances": true,
      "$path": "src/ServerStorage"
    },
    "StarterPlayer": {
      "$className": "StarterPlayer",
      "StarterCharacterScripts": {
        "$className": "StarterCharacterScripts",
        "$ignoreUnknownInstances": true,
        "$path": "src/StarterPlayer/StarterCharacterScripts"
      },
      "StarterPlayerScripts": {
        "$className": "StarterPlayerScripts",
        "$ignoreUnknownInstances": true,
        "$path": "src/StarterPlayer/StarterPlayerScripts"
      },
      "$ignoreUnknownInstances": true
    },
    "Workspace": {
      "$className": "Workspace",
      "$ignoreUnknownInstances": true,
      "$path": "src/Workspace"
    }
  }
}

Just the default JSON, it's detecting all the folders and modules and such

unreal leaf
#

Hmm

#

Maybe try the latest version of Rojo?

#

Could be the culprit

#

And reinstall the plugin on Studio too maybe

warped moss
unreal leaf
#

Yeah probably some incompatibility issues with Studio

#

So updating should help

#

🙏

warped moss
#

Yeah so uhm. Turns out I just wasn't even using the right path for my module.

I'm doing code cleanup so I wasn't actually playing the game for it to yell at me about that.

cough cough

unreal leaf
#

😹😹

warped moss
#

So now it uhm... all works as it should...

I am a professional software engineer. I swear.

#

No Rojo or anything. Just me being a doofus.

unreal leaf
#

😹

#

Imposter syndrome at its core

#

Have fun. 💪

warped moss
#

@unreal leaf sorry for the ping, I just have one last type checking related question. How do you handle docs?

So like

--[[
    Checks to see if this class has the ability with the given key
    
    @param abilityKey - The key of the ability to check for
]]

is how I'd do it for regular functions.

But I notice that it doesn't appear on the typed function when I hover. Trying to apply that same style of doc above the function type doesn't seem to work either

I do get something when I hover over the function, but just not my written docs.

Is this a "sorry bud, use Rojo" situation?

unreal leaf
#

@warped moss

#

If you want extensive support for docstrings then yeah use something like VSCode it seems.

#

Otherwise apparently single line comments suffice? Not on my pc atm so can’t verify.