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14 Commits

Author SHA1 Message Date
Jim Shield
e9bbdd4ce0 Version Bump
`2.0.09` - `2.0.10`
2025-05-13 22:02:37 +01:00
Jim Shield
f5a7ec9291 fix inventory exploit trigger blocking crafting
The inventory exploit check when crafting never released crafting so you couldn't craft again until reconnecting or script restart
2025-05-13 21:57:19 +01:00
Jim Shield
d80ea38a39 Fix sell menu throwing errors on openning
It was checking the wrong table name for amounts and getting `nil`
2025-05-13 21:56:18 +01:00
Jim Shield
e64912622b Testing a fix with QS-INV item checks
So..from what I can gather, QS-Inv doesn't seem to be updating the client cache of the players inventory correctly

This is all speculation, I can't check this myself

When `hasItem()` is used, its essentially reading from the client's cache.
This seemingly is only updated when there is a new item in a slot, **not** when the amount of an item in that slot changes

The only way to circumvent this is a workaround to the players inventory from the server side using a callback. This is painful to do because it can increase server load when checking multiples of items
2025-05-13 17:57:27 +01:00
Jim Shield
04b25e2c06 create waitForSharedLoad() function
This my attempt to aid ESX loading, essentially my scripts server side now need to be locked behind `onResourceStart()` because of ESX

Loading ESX into my scripts was delaying half of it and breaking the other half

This function forcibly waits until everythings loaded and then continues

This shouldn't affect other frameworks loading ability

My tests so far have been a success with it
2025-05-12 22:59:31 +01:00
Jim Shield
51473bf0b8 Version Bump
`2.0.08` - `2.0.09`
2025-05-12 13:52:14 +01:00
Jim Shield
921b973f81 Try and fix ESX loading
So information and request for help.

The issue here is that my scripts require Job and Vehicle information when the script starts, to do a debug check if the job exists for the location.

ESX doesn't share this with the client for some reason, so this requires me to request it from the server side at script ensure.

This is causing issues because it delays loading of the rest of `jim_bridge` while it slowly requests `ESX.GetJobs()` table from server side

This is delayed even more when the script is placed towards the top of the server load order and it needs to load other things like MLO's

As its trying to load this the rest of the script carries on loading with missing information.

So it loads the script thinking there are 0 jobs and breaks it.

If anyone knows of a better way of doing this then please help.
The only partial solution is to start my scripts last in the server load order
2025-05-12 13:51:32 +01:00
Jim Shield
42d08ccf4c Tidy up the stashRemoveItem function 2025-05-12 13:44:37 +01:00
Jim Shield
68412d8006 Enforce numbers when changing stats
if the value ends up being `nil` this *should* force it to 0

Also added a check for if it can actually give `randomReward` before trying to
2025-05-11 14:16:02 +01:00
Jim Shield
4c89ec3190 Version Bump
`2.0.07` - `2.0.08`
2025-05-10 19:55:51 +01:00
Jim Shield
b2fa1ef247 Update starter.lua
Updated and putting into use the core file loader function in starter.lua
2025-05-10 19:54:31 +01:00
Jim Shield
9872c77591 Only allow script version checks for my scripts
Added a check to version check for if "Jimathy" is the author, this then stops it and doesn't check for the versions on my github repositories
2025-05-10 19:20:47 +01:00
Jim Shield
7ecb2f18e9 Refactor ESX Core loading
I realised I was loading ESX the stupidest way

I think I was loading ESX object, then instantly clearing it and then used workarounds to try and reload it (thinking is hard ok)

It should now load correctly and faster

also I realised my custom `onPlayerLoaded()` function was loading too fast, so I've added a delay to it but removed the while loops for esx checks that could potentially break the script
2025-05-07 23:01:29 +01:00
Jim Shield
d0c09f3e00 switch old ps-inv stash call back to old event
older ps didn't call `ps-inventory` for stash, just `inventory`
2025-05-07 21:12:38 +01:00
12 changed files with 154 additions and 153 deletions

View File

@@ -1,6 +1,6 @@
name "Jim_Bridge" name "Jim_Bridge"
author "Jimathy" author "Jimathy"
version "2.0.07" version "2.0.10"
description "Framework Bridge By Jimathy" description "Framework Bridge By Jimathy"
fx_version "cerulean" fx_version "cerulean"
rdr3_warning 'I acknowledge that this is a prerelease build of RedM, and I am aware my resources *will* become incompatible once RedM ships.' rdr3_warning 'I acknowledge that this is a prerelease build of RedM, and I am aware my resources *will* become incompatible once RedM ships.'

View File

@@ -40,6 +40,7 @@ function onPlayerLoaded(func, onStart)
if not loaded then if not loaded then
local tempFunc = function() local tempFunc = function()
Wait(2000)
debugPrint("^6Bridge^7: ^2Executing onPlayerLoaded") debugPrint("^6Bridge^7: ^2Executing onPlayerLoaded")
func() func()
end end
@@ -49,7 +50,13 @@ function onPlayerLoaded(func, onStart)
AddEventHandler('QBCore:Client:OnPlayerLoaded', tempFunc) AddEventHandler('QBCore:Client:OnPlayerLoaded', tempFunc)
elseif isStarted(ESXExport) then elseif isStarted(ESXExport) then
onPlayerFramework = ESXExport onPlayerFramework = ESXExport
AddEventHandler('esx:playerLoaded', tempFunc) AddEventHandler('esx:playerLoaded', function()
if waitForSharedLoad() then
if isStarted(ESXExport) then Wait(11000) end
tempFunc()
end
end
)
elseif isStarted(OXCoreExport) then elseif isStarted(OXCoreExport) then
onPlayerFramework = OXCoreExport onPlayerFramework = OXCoreExport
AddEventHandler('ox:playerLoaded', tempFunc) AddEventHandler('ox:playerLoaded', tempFunc)
@@ -102,7 +109,11 @@ function onResourceStart(func, thisScript)
debugPrint("^6Bridge^7: ^2Registering ^3onResourceStart^7()") debugPrint("^6Bridge^7: ^2Registering ^3onResourceStart^7()")
AddEventHandler('onResourceStart', function(resourceName) AddEventHandler('onResourceStart', function(resourceName)
if getScript() == resourceName and (thisScript or true) then if getScript() == resourceName and (thisScript or true) then
func() if waitForSharedLoad() then
print("^6Bridge^7: ^2Shared Load Detected^7.")
if isStarted(ESXExport) then Wait(10000) end
func()
end
end end
end) end)
end end
@@ -138,9 +149,7 @@ function waitForLogin()
local loggedIn = false local loggedIn = false
if isStarted(ESXExport) then if isStarted(ESXExport) then
debugPrint("^6Bridge^7: ^3ESX waitForLogin^7() ^2running^7")
while (GetGameTimer() - startTime) < timeout do while (GetGameTimer() - startTime) < timeout do
while not ESX do Wait(100) end
local playerData = ESX.GetPlayerData() local playerData = ESX.GetPlayerData()
if playerData and playerData.job then if playerData and playerData.job then
loggedIn = true loggedIn = true
@@ -175,4 +184,26 @@ function waitForLogin()
debugPrint("^6Bridge^7: ^2Player Login Detected^7.") debugPrint("^6Bridge^7: ^2Player Login Detected^7.")
return true return true
end end
end
function waitForSharedLoad()
local timeout = 100000 -- 10 seconds in milliseconds
local startTime = GetGameTimer()
local loaded = true
while ((not Jobs or not next(Jobs)) and (not Items or not next(Items)) and (not Vehicles or not next(Vehicles))) and (GetGameTimer() - startTime) < timeout do
print((GetGameTimer() - startTime) < timeout)
Wait(1000)
debugPrint("Waiting for Jobs, Items, and Vehicles to be loaded")
if Jobs and Items and Vehicles then
print("^6Bridge^7: ^2Jobs, Items, and Vehicles Loaded^7.")
loaded = true
break
end
end
if not loaded then
print("^4Error^7: ^2Timeout reached while waiting for shared load^7.")
return false
else
return true
end
end end

View File

@@ -30,7 +30,7 @@ local scriptAuthor = ("^2by ^4"..GetResourceMetadata(getScript(), 'author', nil)
print(scriptName.." ^7v"..scriptVersion.."^7 - "..scriptDescription.." "..scriptAuthor.."^7") print(scriptName.." ^7v"..scriptVersion.."^7 - "..scriptDescription.." "..scriptAuthor.."^7")
function CheckVersion() function CheckVersion()
if isServer() then if isServer() and GetResourceMetadata(getScript(), 'author', nil) == "Jimathy" then
CreateThread(function() CreateThread(function()
Wait(4000) Wait(4000)

View File

@@ -9,7 +9,7 @@
------------------------------------------------------------- -------------------------------------------------------------
-- Global Variable Initialization -- Global Variable Initialization
------------------------------------------------------------- -------------------------------------------------------------
Items, Vehicles, Jobs, Gangs, Core, ESX = {}, nil, nil, nil, nil, nil Items, Vehicles, Jobs, Gangs, Core = {}, nil, nil, nil, nil
------------------------------------------------------------- -------------------------------------------------------------
-- Correct QB Inventory Export -- Correct QB Inventory Export
@@ -96,13 +96,7 @@ elseif isStarted(QBExport) then
elseif isStarted(ESXExport) then elseif isStarted(ESXExport) then
itemResource = ESXExport itemResource = ESXExport
ESX = exports[ESXExport]:getSharedObject()
while ESX == nil do
print("Waiting for ESX")
Wait(0)
end
CreateThread(function() CreateThread(function()
while not ESX do Wait(0) end
if isServer() then if isServer() then
Items = ESX.GetItems() Items = ESX.GetItems()
while not createCallback do Wait(100) end while not createCallback do Wait(100) end
@@ -140,6 +134,7 @@ end
------------------------------------------------------------- -------------------------------------------------------------
-- Compile vehicles from the detected frameworks into a unified table. -- Compile vehicles from the detected frameworks into a unified table.
if isStarted(QBXExport) or isStarted(QBExport) then if isStarted(QBXExport) or isStarted(QBExport) then
vehResource = QBExport
Core = Core or exports[QBExport]:GetCoreObject() Core = Core or exports[QBExport]:GetCoreObject()
Vehicles = Core and Core.Shared.Vehicles Vehicles = Core and Core.Shared.Vehicles
if isStarted(QBExport) and not isStarted(QBXExport) then if isStarted(QBExport) and not isStarted(QBXExport) then
@@ -148,26 +143,23 @@ if isStarted(QBXExport) or isStarted(QBExport) then
Vehicles = Core and Core.Shared.Vehicles Vehicles = Core and Core.Shared.Vehicles
end) end)
end end
vehResource = QBExport
elseif isStarted(OXCoreExport) then elseif isStarted(OXCoreExport) then
vehResource = OXCoreExport
Vehicles = {} Vehicles = {}
for k, v in pairs(Ox.GetVehicleData()) do for k, v in pairs(Ox.GetVehicleData()) do
Vehicles[k] = { model = k, hash = GetHashKey(k), price = v.price, name = v.name, brand = v.make } Vehicles[k] = { model = k, hash = GetHashKey(k), price = v.price, name = v.name, brand = v.make }
end end
vehResource = OXCoreExport
elseif isStarted(ESXExport) then elseif isStarted(ESXExport) then
vehResource = ESXExport
CreateThread(function() CreateThread(function()
if isServer() then if isServer() then
vehResource = ESXExport
createCallback(getScript()..":getVehiclesPrices", function(source) createCallback(getScript()..":getVehiclesPrices", function(source)
return Vehicles return Vehicles
end) end)
while not MySQL do Wait(2000) print("^1Waiting for MySQL to exist") end while not MySQL do Wait(2000) print("^1Waiting for MySQL to exist") end
Vehicles = MySQL.query.await('SELECT model, price, name FROM vehicles') Vehicles = MySQL.query.await('SELECT model, price, name FROM vehicles')
--jsonPrint(Vehicles)
--while not createCallback do print("waiting") Wait(100) end
end end
if not isServer() then if not isServer() then
--while not triggerCallback do print("waiting") Wait(100) end --while not triggerCallback do print("waiting") Wait(100) end
@@ -186,19 +178,19 @@ elseif isStarted(ESXExport) then
end) end)
elseif isStarted(RSGExport) then elseif isStarted(RSGExport) then
vehResource = RSGExport
Core = Core or exports[RSGExport]:GetCoreObject() Core = Core or exports[RSGExport]:GetCoreObject()
Vehicles = Core and Core.Shared.Vehicles Vehicles = Core and Core.Shared.Vehicles
RegisterNetEvent('RSGCore:Client:UpdateObject', function() RegisterNetEvent('RSGCore:Client:UpdateObject', function()
Core = Core or exports[RSGExport]:GetCoreObject() Core = Core or exports[RSGExport]:GetCoreObject()
Vehicles = Core and Core.Shared.Vehicles Vehicles = Core and Core.Shared.Vehicles
end) end)
vehResource = RSGExport
end end
if vehResource == nil then if vehResource == nil then
print("^4ERROR^7: ^2No Vehicle info detected ^7- ^2Check ^3starter^1.^2lua^7") print("^4ERROR^7: ^2No Vehicle info detected ^7- ^2Check ^3starter^1.^2lua^7")
else else
CreateThread(function() CreateThread(function()
while not Vehicles do Wait(1000) print("Waiting") end while not Vehicles do Wait(1000) end
debugPrint("^6Bridge^7: ^2Loading ^6"..countTable(Vehicles).." ^3Vehicles^2 from ^7"..vehResource) debugPrint("^6Bridge^7: ^2Loading ^6"..countTable(Vehicles).." ^3Vehicles^2 from ^7"..vehResource)
end) end)
end end
@@ -246,27 +238,32 @@ elseif isStarted(QBExport) then
end end
elseif isStarted(ESXExport) then elseif isStarted(ESXExport) then
ESX = exports[ESXExport]:getSharedObject() jobResource = ESXExport
if isServer() then if isServer() then
-- If server, create callback to get jobs
createCallback(getScript()..":getESXJobs", function(source)
return Jobs
end)
-- Populate jobs table with ESX.GetJobs()
Jobs = ESX.GetJobs() Jobs = ESX.GetJobs()
--If retreived jobs is empty, wait for ESX to load
while countTable(Jobs) == 0 do
Jobs = ESX.GetJobs()
Wait(100)
end
-- Organise into a table the script can use
for k, v in pairs(Jobs) do for k, v in pairs(Jobs) do
local count = countTable(Jobs[k].grades) - 1 local count = countTable(Jobs[k].grades) - 1
Jobs[k].grades[tostring(count)].isBoss = true Jobs[k].grades[tostring(count)].isBoss = true
end end
-- ESX Default doesn't have gangs, so copy jobs to gangs
Gangs = Jobs
end
-- If client side, trigger callback to get jobs
if not isServer() then
Jobs = triggerCallback(getScript()..":getESXJobs")
Gangs = Jobs Gangs = Jobs
end end
CreateThread(function()
while not ESX do Wait(0) end
if isServer() then
createCallback(getScript()..":getJobs", function(source)
return Jobs
end)
end
if not isServer() then
Jobs = triggerCallback(getScript()..":getJobs")
Gangs = Jobs
end
end)
elseif isStarted(RSGExport) then elseif isStarted(RSGExport) then
jobResource = RSGExport jobResource = RSGExport
@@ -281,7 +278,7 @@ end
if jobResource == nil then if jobResource == nil then
print("^4ERROR^7: ^2No Vehicle info detected ^7- ^2Check ^3starter^1.^2lua^7") print("^4ERROR^7: ^2No Vehicle info detected ^7- ^2Check ^3starter^1.^2lua^7")
else else
while not Jobs do Wait(100) end while not Jobs do Wait(1000) end
debugPrint("^6Bridge^7: ^2Loading ^6"..countTable(Jobs).." ^3Jobs^2 from ^7"..jobResource) debugPrint("^6Bridge^7: ^2Loading ^6"..countTable(Jobs).." ^3Jobs^2 from ^7"..jobResource)
debugPrint("^6Bridge^7: ^2Loading ^6"..countTable(Gangs).." ^3Gangs^2 from ^7"..jobResource) debugPrint("^6Bridge^7: ^2Loading ^6"..countTable(Gangs).." ^3Gangs^2 from ^7"..jobResource)
end end

View File

@@ -353,8 +353,8 @@ function makeItem(data)
Wait(200) Wait(200)
end end
if isInventoryOpen() then if isInventoryOpen() then
print("^1Error^7: ^2Inventory is open, you tried to break things") --print("^1Error^7: ^2Inventory is open, you tried to break things")
crafted, crafting = false, false crafted, crafting, CraftLock = false, false, false
return return
end end
if crafted then if crafted then
@@ -368,8 +368,9 @@ function makeItem(data)
PlaySoundFromEntity(s.soundId, s.audioName, PlayerPedId(), s.audioRef, true, 0) PlaySoundFromEntity(s.soundId, s.audioName, PlayerPedId(), s.audioRef, true, 0)
end end
if isInventoryOpen() then if isInventoryOpen() then
print("^1Error^7: ^2Inventory is open, you tried to break things") --print("^1Error^7: ^2Inventory is open, you tried to break things")
crafted, crafting = false, false crafted, crafting = false, false
crafted, crafting, CraftLock = false, false, false
return return
end end
if crafting and progressBar({ if crafting and progressBar({
@@ -462,7 +463,9 @@ RegisterNetEvent(getScript()..":Crafting:GetItem", function(ItemMake, craftable,
stashItems = getStash(name) stashItems = getStash(name)
for k, v in pairs(craftable[ItemMake] or {}) do for k, v in pairs(craftable[ItemMake] or {}) do
for _, b in pairs(stashItems or {}) do for _, b in pairs(stashItems or {}) do
if k == b.name then itemRemove[k] = v end if k == b.name then
itemRemove[k] = v
end
end end
end end
end end
@@ -470,7 +473,9 @@ RegisterNetEvent(getScript()..":Crafting:GetItem", function(ItemMake, craftable,
stashItems = getStash(stashName) stashItems = getStash(stashName)
for k, v in pairs(craftable[ItemMake] or {}) do for k, v in pairs(craftable[ItemMake] or {}) do
for _, b in pairs(stashItems or {}) do for _, b in pairs(stashItems or {}) do
if k == b.name then itemRemove[k] = v end if k == b.name then
itemRemove[k] = v
end
end end
end end
end end

View File

@@ -262,7 +262,7 @@ end
--- ``` --- ```
function countTable(tbl) function countTable(tbl)
local i = 0 local i = 0
for _ in pairs(tbl) do i = i + 1 end for _ in pairs(tbl) do i += 1 end
return i return i
end end

View File

@@ -99,7 +99,8 @@ function getPlayerInv(src)
if src then if src then
grabInv = exports[QSInv]:GetInventory(src) grabInv = exports[QSInv]:GetInventory(src)
else else
grabInv = exports[QSInv]:getUserInventory() --grabInv = exports[QSInv]:getUserInventory()
grabInv = triggerCallback(getScript().."getServerInvData", GetPlayerServerId(PlayerId()))
end end
elseif isStarted(OrigenInv) then elseif isStarted(OrigenInv) then
@@ -171,6 +172,10 @@ function getPlayerInv(src)
return grabInv, foundInv return grabInv, foundInv
end end
createCallback(getScript()..":getServerInvData", function(source)
local src = source
return getPlayerInv(src)
end)
function isInventoryOpen() function isInventoryOpen()
if isStarted(OXInv) then if isStarted(OXInv) then

View File

@@ -301,17 +301,17 @@ function ConsumeSuccess(itemName, type, data)
if isStarted(ESXExport) then if isStarted(ESXExport) then
if hunger then if hunger then
TriggerServerEvent(getScript()..":server:setNeed", "hunger", hunger * 10000) TriggerServerEvent(getScript()..":server:setNeed", "hunger", tonumber(hunger) * 10000)
end end
if thirst then if thirst then
TriggerServerEvent(getScript()..":server:setNeed", "thirst", thirst * 10000) TriggerServerEvent(getScript()..":server:setNeed", "thirst", tonumber(thirst) * 10000)
end end
else else
if hunger then if hunger then
TriggerServerEvent(getScript()..":server:setNeed", "hunger", Core.Functions.GetPlayerData().metadata["hunger"] + hunger) TriggerServerEvent(getScript()..":server:setNeed", "hunger", Core.Functions.GetPlayerData().metadata["hunger"] + tonumber(hunger))
end end
if thirst then if thirst then
TriggerServerEvent(getScript()..":server:setNeed", "thirst", Core.Functions.GetPlayerData().metadata["thirst"] + thirst) TriggerServerEvent(getScript()..":server:setNeed", "thirst", Core.Functions.GetPlayerData().metadata["thirst"] + tonumber(thirst))
end end
end end
@@ -325,7 +325,9 @@ function ConsumeSuccess(itemName, type, data)
end end
end end
getRandomReward(itemName) if Config.Reward then
getRandomReward(itemName)
end
end end
------------------------------------------------------------- -------------------------------------------------------------

View File

@@ -48,7 +48,9 @@ function sellMenu(data)
header = k, header = k,
txt = "Amount of items: "..countTable(v.Items), txt = "Amount of items: "..countTable(v.Items),
onSelect = function() onSelect = function()
v.onBack = function() sellMenu(origData) end v.onBack = function()
sellMenu(origData)
end
v.sellTable = data.sellTable[k] v.sellTable = data.sellTable[k]
sellMenu(v) sellMenu(v)
end, end,
@@ -57,8 +59,8 @@ function sellMenu(data)
end end
end end
openMenu(Menu, { openMenu(Menu, {
header = data.sellTable.Header or "Amount of items: "..countTable(data.sellTable.Items), header = data.sellTable.Header or "Amount of items: "..countTable(data.sellTable.Items or data.sellTable),
headertxt = data.sellTable.Header and "Amount of items: "..countTable(data.sellTable.Items) or "", headertxt = data.sellTable.Header and "Amount of items: "..countTable(data.sellTable.Items or data.sellTable),
canClose = true, canClose = true,
onBack = data.onBack, onBack = data.onBack,
}) })
@@ -105,12 +107,14 @@ function sellAnim(data)
TriggerServerEvent(getScript().."Sellitems", data) TriggerServerEvent(getScript().."Sellitems", data)
lookEnt(data.ped) lookEnt(data.ped)
local dict = "mp_common" local dict = "mp_common"
playAnim(dict, "givetake2_a", 0.3, 2) playAnim(dict, "givetake2_a", 0.3, 48)
playAnim(dict, "givetake2_b", 0.3, 2, data.ped) playAnim(dict, "givetake2_b", 0.3, 48, data.ped)
Wait(2000) Wait(2000)
StopAnimTask(PlayerPedId(), dict, "givetake2_a", 0.5) StopAnimTask(PlayerPedId(), dict, "givetake2_a", 0.5)
StopAnimTask(data.ped, dict, "givetake2_b", 0.5) StopAnimTask(data.ped, dict, "givetake2_b", 0.5)
if data.onBack then data.onBack() end if data.onBack then
data.onBack()
end
end end
--- Server event handler for processing item sales. --- Server event handler for processing item sales.

View File

@@ -174,7 +174,7 @@ function openStash(data)
}) })
else else
TriggerEvent("inventory:client:SetCurrentStash", data.stash) TriggerEvent("inventory:client:SetCurrentStash", data.stash)
TriggerServerEvent("ps-inventory:server:OpenInventory", "stash", data.stash, data.stashOptions) TriggerServerEvent("inventory:server:OpenInventory", "stash", data.stash, data.stashOptions)
end end
elseif isStarted(RSGInv) then elseif isStarted(RSGInv) then
@@ -332,34 +332,22 @@ function stashRemoveItem(stashItems, stashName, items)
if type(stashName) ~= "table" then if type(stashName) ~= "table" then
stashName = { stashName } stashName = { stashName }
end end
if isStarted(OXInv) then if isStarted(OXInv) then
for k, v in pairs(items) do for k, v in pairs(items) do
if type(stashName) == "table" then for _, name in pairs(stashName) do
for _, name in pairs(stashName) do local success = exports[OXInv]:RemoveItem(name, k, v)
local success = exports[OXInv]:RemoveItem(name, k, v) if success then
if success then debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..OXInv, k, v)
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..OXInv, k, v) break
break
end
end end
else
exports[OXInv]:RemoveItem(stashName, k, v)
end end
end end
elseif isStarted(QSInv) then elseif isStarted(QSInv) then
for k, v in pairs(items) do for k, v in pairs(items) do
for l in pairs(stashItems) do exports[QSInv]:RemoveItemIntoStash(stashName[1], k, v)
if stashItems[l].name == k then debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..QSInv, k, v)
if (stashItems[l].amount - v) <= 0 then
debugPrint("^6Bridge^7: ^2None of this item left in stash ^3Stash^7", k, v)
stashItems[l] = nil
else
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..QSInv, k, v)
exports[QSInv]:RemoveItemIntoStash(stashName[1], k, v, l)
end
end
end
end end
elseif isStarted(CoreInv) then elseif isStarted(CoreInv) then
@@ -393,7 +381,7 @@ function stashRemoveItem(stashItems, stashName, items)
elseif isStarted(TgiannInv) then elseif isStarted(TgiannInv) then
for k, v in pairs(items) do for k, v in pairs(items) do
local itemData = exports["tgiann-inventory"]:GetItemByNameFromSecondaryInventory("stash", stashName[1], k) local itemData = exports[TgiannInv]:GetItemByNameFromSecondaryInventory("stash", stashName[1], k)
exports[TgiannInv]:RemoveItemFromSecondaryInventory("stash", stashName[1], k, v, itemData.slot, nil) exports[TgiannInv]:RemoveItemFromSecondaryInventory("stash", stashName[1], k, v, itemData.slot, nil)
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..TgiannInv, k, v) debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..TgiannInv, k, v)
end end
@@ -404,11 +392,6 @@ function stashRemoveItem(stashItems, stashName, items)
exports[QBInv]:RemoveItem(stashName[1], k, v, false, 'crafting') exports[QBInv]:RemoveItem(stashName[1], k, v, false, 'crafting')
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..QBInv, k, v) debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..QBInv, k, v)
end end
debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3QB^2 stash ^7'^6"..stashName[1].."^7'")
MySQL.Async.insert('INSERT INTO inventories (identifier, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
['stash'] = stashName[1],
['items'] = json.encode(stashItems)
})
else else
for k, v in pairs(items) do for k, v in pairs(items) do
for l in pairs(stashItems) do for l in pairs(stashItems) do
@@ -423,14 +406,13 @@ function stashRemoveItem(stashItems, stashName, items)
end end
end end
end end
debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3QB^2 stash '^6"..stashName.."^7'") debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3QB^2 stash '^6"..stashName[1].."^7'")
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', { MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
['stash'] = stashName, ['stash'] = stashName[1],
['items'] = json.encode(stashItems) ['items'] = json.encode(stashItems)
}) })
end end
elseif isStarted(PSInv) then elseif isStarted(PSInv) then
for k, v in pairs(items) do for k, v in pairs(items) do
for l in pairs(stashItems) do for l in pairs(stashItems) do
@@ -445,9 +427,9 @@ function stashRemoveItem(stashItems, stashName, items)
end end
end end
end end
debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3QB^2 stash ^7'^6"..stashName.."^7'") debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3PS^2 stash ^7'^6"..stashName[1].."^7'")
MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', { MySQL.Async.insert('INSERT INTO stashitems (stash, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
['stash'] = stashName, ['stash'] = stashName[1],
['items'] = json.encode(stashItems) ['items'] = json.encode(stashItems)
}) })
@@ -456,11 +438,6 @@ function stashRemoveItem(stashItems, stashName, items)
exports[RSGInv]:RemoveItem(stashName[1], k, v, false, 'crafting') exports[RSGInv]:RemoveItem(stashName[1], k, v, false, 'crafting')
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..RSGInv, k, v) debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..RSGInv, k, v)
end end
debugPrint("^6Bridge^7: ^3saveStash^7: ^2Saving ^3QB^2 stash ^7'^6"..stashName[1].."^7'")
MySQL.Async.insert('INSERT INTO inventories (identifier, items) VALUES (:stash, :items) ON DUPLICATE KEY UPDATE items = :items', {
['stash'] = stashName[1],
['items'] = json.encode(stashItems)
})
else else
print("^4ERROR^7: ^2No Inventory detected ^7- ^2Check ^3starter^1.^2lua^7") print("^4ERROR^7: ^2No Inventory detected ^7- ^2Check ^3starter^1.^2lua^7")
end end

View File

@@ -57,78 +57,58 @@ if Config and Config.System then
end end
end end
-- Testing loading the core files here instead of in fxmanifests -- Load the core files here instead of in fxmanifests
-- Forcefully loads the files and quietly, compared to fxmanifest complaining if they don't exist when you don't need them all -- Forcefully loads the files and quietly, compared to fxmanifest complaining if they don't exist when you don't need them all
local filesToLoad = {
--[[ Shared = {
-- Shared framework file loader [Exports.OXLibExport] = { "init.lua" },
for k, v in pairs({ -- This is a specific load order [Exports.OXCoreExport] = { "lib/init.lua" },
[Exports.OXLibExport] = "init.lua", [Exports.ESXExport] = { "imports.lua" },
[Exports.OXCoreExport] = "lib/init.lua", [Exports.QBXExport] = { "modules/playerdata.lua" },
[Exports.ESXExport] = "imports.lua", },
[Exports.QBXExport] = "modules/playerdata.lua", Client = {
}) do
local state = GetResourceState(k)
-- if the resource is started, load the file
if state == "started" then
if type(v) == "string" then
v = { v }
end
for _, file in pairs(v) do
--print("^5CoreLoader^7: '"..k.."/"..file.."' ^2into ^7'"..GetCurrentResourceName().."' ...")
local fileLoader = assert(load(LoadResourceFile(k, (file)), ('@@'..k..'/'..file)))
fileLoader()
print("^5CoreLoader^7: ^2loaded ^1Core ^2file^7: ^3"..k.."^7/^3"..(file):gsub("/", "^7/^3"):gsub("%.lua", "^7.lua").."^7")
end
end
-- if script is in server, but not started warn the user
if state == "uninitialized" or state == "stopped" then
print("^5CoreLoader^7: ^3"..k.." ^1 found but it wasn't started^7. ^1Check your ^3server^7.^3cfg ^1load order^7")
end
-- debugging only, if the script is missing, warn the user
if state == "missing" then
if debugMode then
print("^5CoreLoader^7: ^3"..k.." ^2not found^7, ^2skipping")
end
end
end
-- Client only file loader
if not IsDuplicityVersion() then
for k, v in pairs({ -- This is a specific load order
["PolyZone"] = { "client.lua", "BoxZone.lua", "EntityZone.lua", "CircleZone.lua", "ComboZone.lua" }, ["PolyZone"] = { "client.lua", "BoxZone.lua", "EntityZone.lua", "CircleZone.lua", "ComboZone.lua" },
["warmenu"] = { "warmenu.lua", }, ["warmenu"] = { "warmenu.lua", },
}) do },
local state = GetResourceState(k) }
-- if the resource is started, load the file
if state == "started" then
if type(v) == "string" then
v = { v }
end
for _, file in pairs(v) do
--print("^5CoreLoader^7: '"..k.."/"..file.."' ^2into ^7'"..GetCurrentResourceName().."' ...")
local fileLoader = assert(load(LoadResourceFile(k, (file)), ('@@'..k..'/'..file)))
fileLoader()
print("^5CoreLoader^7: ^2loaded ^1Core ^2file^7: ^3"..k.."^7/^3"..(file):gsub("/", "^7/^3"):gsub("%.lua", "^7.lua").."^7")
end
end
-- if script is in server, but not started warn the user -- Shared framework file loader
if state == "uninitialized" or state == "stopped" then for Type, ScriptTable in pairs(filesToLoad) do
print("^5CoreLoader^7: ^3"..k.." ^1 found but it wasn't started^7. ^1Check your ^3server^7.^3cfg ^1load order^7") if Type == "Client" and IsDuplicityVersion() then
end goto continue
else
for scriptName, files in pairs(ScriptTable) do
local state = GetResourceState(scriptName)
-- if the resource is started, load the file
if state == "started" then
-- Force items into a table if they are not
if type(files) == "string" then
files = { files }
end
for _, file in pairs(files) do
--print("^5CoreLoader^7: '"..k.."/"..file.."' ^2into ^7'"..GetCurrentResourceName().."' ...")
local fileLoader = assert(load(LoadResourceFile(scriptName, (file)), ('@@'..scriptName..'/'..file)))
fileLoader()
print("^5CoreLoader^7: ^2loaded ^1Core ^2file^7: ^3"..scriptName.."^7/^3"..(file):gsub("/", "^7/^3"):gsub("%.lua", "^7.lua").." ^2into ^7'"..GetCurrentResourceName().."'")
end
end
-- debugging only, if the script is missing, warn the user -- if script is in server, but not started warn the user
if state == "missing" then if state == "uninitialized" or state == "stopped" then
if debugMode then print("^5CoreLoader^7: ^3"..scriptName.." ^1 found but it wasn't started^7.")
print("^3Warning^7: ^3"..k.." ^2not found^7, ^2skipping") print("^1Check your ^3server^7.^3cfg ^1load order^7")
end
-- debugging only, if the script is missing, warn the user
if state == "missing" then
if debugMode then
print("^5CoreLoader^7: ^3"..scriptName.." ^2not found^7, ^2skipping")
end
end end
end end
end end
::continue::
end end
]]
-- Load files here into the invoking script -- Load files here into the invoking script
for _, v in pairs({ -- This is a specific load order for _, v in pairs({ -- This is a specific load order

View File

@@ -1 +1 @@
2.0.07 2.0.10