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9 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
10 changed files with 101 additions and 70 deletions

View File

@@ -1,6 +1,6 @@
name "Jim_Bridge"
author "Jimathy"
version "2.0.08"
version "2.0.10"
description "Framework Bridge By Jimathy"
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.'

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@@ -50,7 +50,13 @@ function onPlayerLoaded(func, onStart)
AddEventHandler('QBCore:Client:OnPlayerLoaded', tempFunc)
elseif isStarted(ESXExport) then
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
onPlayerFramework = OXCoreExport
AddEventHandler('ox:playerLoaded', tempFunc)
@@ -103,7 +109,11 @@ function onResourceStart(func, thisScript)
debugPrint("^6Bridge^7: ^2Registering ^3onResourceStart^7()")
AddEventHandler('onResourceStart', function(resourceName)
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
@@ -174,4 +184,26 @@ function waitForLogin()
debugPrint("^6Bridge^7: ^2Player Login Detected^7.")
return true
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

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@@ -240,24 +240,30 @@ elseif isStarted(QBExport) then
elseif isStarted(ESXExport) then
jobResource = ESXExport
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()
--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
local count = countTable(Jobs[k].grades) - 1
Jobs[k].grades[tostring(count)].isBoss = true
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
end
CreateThread(function()
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
jobResource = RSGExport
@@ -272,7 +278,7 @@ end
if jobResource == nil then
print("^4ERROR^7: ^2No Vehicle info detected ^7- ^2Check ^3starter^1.^2lua^7")
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(Gangs).." ^3Gangs^2 from ^7"..jobResource)
end

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -332,34 +332,22 @@ function stashRemoveItem(stashItems, stashName, items)
if type(stashName) ~= "table" then
stashName = { stashName }
end
if isStarted(OXInv) then
for k, v in pairs(items) do
if type(stashName) == "table" then
for _, name in pairs(stashName) do
local success = exports[OXInv]:RemoveItem(name, k, v)
if success then
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..OXInv, k, v)
break
end
for _, name in pairs(stashName) do
local success = exports[OXInv]:RemoveItem(name, k, v)
if success then
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..OXInv, k, v)
break
end
else
exports[OXInv]:RemoveItem(stashName, k, v)
end
end
elseif isStarted(QSInv) then
for k, v in pairs(items) do
for l in pairs(stashItems) do
if stashItems[l].name == k then
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
exports[QSInv]:RemoveItemIntoStash(stashName[1], k, v)
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..QSInv, k, v)
end
elseif isStarted(CoreInv) then
@@ -393,7 +381,7 @@ function stashRemoveItem(stashItems, stashName, items)
elseif isStarted(TgiannInv) then
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)
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..TgiannInv, k, v)
end
@@ -404,11 +392,6 @@ function stashRemoveItem(stashItems, stashName, items)
exports[QBInv]:RemoveItem(stashName[1], k, v, false, 'crafting')
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..QBInv, k, v)
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
for k, v in pairs(items) do
for l in pairs(stashItems) do
@@ -423,14 +406,13 @@ function stashRemoveItem(stashItems, stashName, items)
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', {
['stash'] = stashName,
['stash'] = stashName[1],
['items'] = json.encode(stashItems)
})
end
elseif isStarted(PSInv) then
for k, v in pairs(items) do
for l in pairs(stashItems) do
@@ -445,9 +427,9 @@ function stashRemoveItem(stashItems, stashName, items)
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', {
['stash'] = stashName,
['stash'] = stashName[1],
['items'] = json.encode(stashItems)
})
@@ -456,11 +438,6 @@ function stashRemoveItem(stashItems, stashName, items)
exports[RSGInv]:RemoveItem(stashName[1], k, v, false, 'crafting')
debugPrint("^6Bridge^7: ^2Removing item from ^3Stash^2 with ^7"..RSGInv, k, v)
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
print("^4ERROR^7: ^2No Inventory detected ^7- ^2Check ^3starter^1.^2lua^7")
end

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@@ -1 +1 @@
2.0.08
2.0.10