Repro steps:
- Insert a Script, remove the default code.
- Paste the code below. Cursor should now be at the end of the last character of the code.
- Keep hitting the enter key a bunch of times. Happens in < 25 for me.
This happens when using the new Lua script analysis beta feature.
Windows 10. 100% reliable crashing if you include the extra step at the bottom of this post. Don’t know when it started.
This is in @Ozzypig’s code. Bug is probably in the linter since isolating the exact lines of problematic code is hard.
Code:
local function repr(value, reprSettings)
reprSettings = reprSettings or defaultSettings
INDENT = (" "):rep(reprSettings.spaces or defaultSettings.spaces)
if reprSettings.tabs then
INDENT = "\t"
end
local v = value --args[1]
local tabs = INDENT:rep(depth)
if depth == 0 then
shown = {}
end
if type(v) == "string" then
return ("%q"):format(v)
elseif type(v) == "number" then
if v == math.huge then return "math.huge" end
if v == -math.huge then return "-math.huge" end
return tonumber(v)
elseif type(v) == "boolean" then
return tostring(v)
elseif type(v) == "nil" then
return "nil"
elseif type(v) == "table" and type(v.__tostring) == "function" then
return tostring(v.__tostring(v))
elseif type(v) == "table" and getmetatable(v) and type(getmetatable(v).__tostring) == "function" then
return tostring(getmetatable(v).__tostring(v))
elseif type(v) == "table" then
if shown[v] then return "{CYCLIC}" end
shown[v] = true
local str = "{" .. (reprSettings.pretty and ("\n" .. INDENT .. tabs) or "")
local isArray = true
for k, v in pairs(v) do
if type(k) ~= "number" then
isArray = false
break
end
end
if isArray then
for i = 1, #v do
if i ~= 1 then
str = str .. (reprSettings.semicolons and ";" or ",") .. (reprSettings.pretty and ("\n" .. INDENT .. tabs) or " ")
end
depth = depth + 1
str = str .. repr(v[i], reprSettings)
depth = depth - 1
end
else
local keyOrder = {}
local keyValueStrings = {}
for k, v in pairs(v) do
depth = depth + 1
local kStr = isLuaIdentifier(k) and k or ("[" .. repr(k, reprSettings) .. "]")
local vStr = repr(v, reprSettings)
--[[str = str .. ("%s = %s"):format(
isLuaIdentifier(k) and k or ("[" .. repr(k, reprSettings) .. "]"),
repr(v, reprSettings)
)]]
table.insert(keyOrder, kStr)
keyValueStrings[kStr] = vStr
depth = depth - 1
end
if reprSettings.sortKeys then table.sort(keyOrder) end
local first = true
for _, kStr in pairs(keyOrder) do
if not first then
str = str .. (reprSettings.semicolons and ";" or ",") .. (reprSettings.pretty and ("\n" .. INDENT .. tabs) or " ")
end
str = str .. ("%s = %s"):format(kStr, keyValueStrings[kStr])
first = false
end
end
shown[v] = false
if reprSettings.pretty then
str = str .. "\n" .. tabs
end
str = str .. "}"
return str
elseif typeof then
-- Check Roblox types
if typeof(v) == "Instance" then
return (reprSettings.robloxFullName
and (reprSettings.robloxProperFullName and properFullName(v) or v:GetFullName())
or v.Name) .. (reprSettings.robloxClassName and ((" (%s)"):format(v.ClassName)) or "")
elseif typeof(v) == "Axes" then
local s = {}
if v.X then table.insert(s, repr(Enum.Axis.X, reprSettings)) end
if v.Y then table.insert(s, repr(Enum.Axis.Y, reprSettings)) end
if v.Z then table.insert(s, repr(Enum.Axis.Z, reprSettings)) end
return ("Axes.new(%s)"):format(table.concat(s, ", "))
elseif typeof(v) == "BrickColor" then
return ("BrickColor.new(%q)"):format(v.Name)
elseif typeof(v) == "CFrame" then
return ("CFrame.new(%s)"):format(table.concat({v:GetComponents()}, ", "))
elseif typeof(v) == "Color3" then
return ("Color3.new(%d, %d, %d)"):format(v.r, v.g, v.b)
elseif typeof(v) == "ColorSequence" then
if #v.Keypoints > 2 then
return ("ColorSequence.new(%s)"):format(repr(v.Keypoints, reprSettings))
else
if v.Keypoints[1].Value == v.Keypoints[2].Value then
return ("ColorSequence.new(%s)"):format(repr(v.Keypoints[1].Value, reprSettings))
else
return ("ColorSequence.new(%s, %s)"):format(
repr(v.Keypoints[1].Value, reprSettings),
repr(v.Keypoints[2].Value, reprSettings)
)
end
end
elseif typeof(v) == "ColorSequenceKeypoint" then
return ("ColorSequenceKeypoint.new(%d, %s)"):format(v.Time, repr(v.Value, reprSettings))
elseif typeof(v) == "DockWidgetPluginGuiInfo" then
return ("DockWidgetPluginGuiInfo.new(%s, %s, %s, %s, %s, %s, %s)"):format(
repr(v.InitialDockState, reprSettings),
repr(v.InitialEnabled, reprSettings),
repr(v.InitialEnabledShouldOverrideRestore, reprSettings),
repr(v.FloatingXSize, reprSettings),
repr(v.FloatingYSize, reprSettings),
repr(v.MinWidth, reprSettings),
repr(v.MinHeight, reprSettings)
)
elseif typeof(v) == "Enums" then
return "Enums"
elseif typeof(v) == "Enum" then
return ("Enum.%s"):format(tostring(v))
elseif typeof(v) == "EnumItem" then
return ("Enum.%s.%s"):format(tostring(v.EnumType), v.Name)
elseif typeof(v) == "Faces" then
local s = {}
for _, enumItem in pairs(Enum.NormalId:GetEnumItems()) do
if v[enumItem.Name] then
table.insert(s, repr(enumItem, reprSettings))
end
end
return ("Faces.new(%s)"):format(table.concat(s, ", "))
elseif typeof(v) == "NumberRange" then
if v.Min == v.Max then
return ("NumberRange.new(%d)"):format(v.Min)
else
return ("NumberRange.new(%d, %d)"):format(v.Min, v.Max)
end
elseif typeof(v) == "NumberSequence" then
if #v.Keypoints > 2 then
return ("NumberSequence.new(%s)"):format(repr(v.Keypoints, reprSettings))
else
if v.Keypoints[1].Value == v.Keypoints[2].Value then
return ("NumberSequence.new(%d)"):format(v.Keypoints[1].Value)
else
return ("NumberSequence.new(%d, %d)"):format(v.Keypoints[1].Value, v.Keypoints[2].Value)
end
end
elseif typeof(v) == "NumberSequenceKeypoint" then
if v.Envelope ~= 0 then
return ("NumberSequenceKeypoint.new(%d, %d, %d)"):format(v.Time, v.Value, v.Envelope)
else
return ("NumberSequenceKeypoint.new(%d, %d)"):format(v.Time, v.Value)
end
elseif typeof(v) == "PathWaypoint" then
return ("PathWaypoint.new(%s, %s)"):format(
repr(v.Position, reprSettings),
repr(v.Action, reprSettings)
)
elseif typeof(v) == "PhysicalProperties" then
return ("PhysicalProperties.new(%d, %d, %d, %d, %d)"):format(
v.Density, v.Friction, v.Elasticity, v.FrictionWeight, v.ElasticityWeight
)
elseif typeof(v) == "Random" then
return "<Random>"
elseif typeof(v) == "Ray" then
return ("Ray.new(%s, %s)"):format(
repr(v.Origin, reprSettings),
repr(v.Direction, reprSettings)
)
elseif typeof(v) == "RBXScriptConnection" then
return "<RBXScriptConnection>"
elseif typeof(v) == "RBXScriptSignal" then
return "<RBXScriptSignal>"
elseif typeof(v) == "Rect" then
return ("Rect.new(%d, %d, %d, %d)"):format(
v.Min.X, v.Min.Y, v.Max.X, v.Max.Y
)
elseif typeof(v) == "Region3" then
local min = v.CFrame.p + v.Size * -.5
local max = v.CFrame.p + v.Size * .5
return ("Region3.new(%s, %s)"):format(
repr(min, reprSettings),
repr(max, reprSettings)
)
elseif typeof(v) == "Region3int16" then
return ("Region3int16.new(%s, %s)"):format(
repr(v.Min, reprSettings),
repr(v.Max, reprSettings)
)
elseif typeof(v) == "TweenInfo" then
return ("TweenInfo.new(%d, %s, %s, %d, %s, %d)"):format(
v.Time, repr(v.EasingStyle, reprSettings), repr(v.EasingDirection, reprSettings),
v.RepeatCount, repr(v.Reverses, reprSettings), v.DelayTime
)
elseif typeof(v) == "UDim" then
return ("UDim.new(%d, %d)"):format(
v.Scale, v.Offset
)
elseif typeof(v) == "UDim2" then
return ("UDim2.new(%d, %d, %d, %d)"):format(
v.X.Scale, v.X.Offset, v.Y.Scale, v.Y.Offset
)
elseif typeof(v) == "Vector2" then
return ("Vector2.new(%d, %d"):format(v.X, v.Y)
elseif typeof(v) == "Vector2int16" then
return ("Vector2int16.new(%d, %d)"):format(v.X, v.Y)
elseif typeof(v) == "Vector3" then
return ("Vector3.new(%d, %d, %d)"):format(v.X, v.Y, v.Z)
elseif typeof(v) == "Vector3int16" then
return ("Vector3int16.new(%d, %d, %d)"):format(v.X, v.Y, v.Z)
else
return "<Roblox:" .. typeof(v) .. ">"
end
else
return "<" .. type(v) .. ">"
end
end
If hitting enter key repeatedly does not crash Studio: Start defining variables like so after you go 10 newlines without a crash. Type these manually:
local a = "some"
local b = "more"
local c = "text"
Then hit some more newlines and it should crash. Some of this may be superstition and unnecessary to crash Studio.
Crash dump:
https://devforum.roblox.com/t/crash-dump-for-cursed-code/446951