--[[ Cached Resource Initialization Module -------------------------------------- Initializes shared resource data (Items, Vehicles, Jobs, Gangs) once and caches it to improve performance and reduce redundant data fetching across scripts. ]] -- Define resource names used in different frameworks local Exports = { QBExport = "qb-core", QBXExport = "qbx_core", ESXExport = "es_extended", OXCoreExport = "ox_core", OXInv = "ox_inventory", QBInv = "qb-inventory", PSInv = "ps-inventory", QSInv = "qs-inventory", CoreInv = "core_inventory", CodeMInv = "codem-inventory", OrigenInv = "origen_inventory", TgiannInv = "tgiann-inventory", JPRInv = "jpr-inventory", OXLibExport = "ox_lib", QBMenuExport = "qb-menu", QBTargetExport = "qb-target", OXTargetExport = "ox_target", -- REDM RSGExport = "rsg-core", RSGInv = "rsg-inventory" } -- Prevent reloading if cache is already initialized local cache = { Items = {}, Vehicles = {}, Jobs = {}, Gangs = {}, } local cacheReady = false local timers = {} local function startTimer(label) timers[label] = GetGameTimer() end local function endTimer(label) timers[label] = GetGameTimer() - (timers[label] or GetGameTimer()) timers[label] = timers[label] / 1000 end startTimer("Cache") -- Helper function to check if resource exists in server (instead of if it is already started) local function checkExists(resourceName) return GetResourceState(resourceName):find("start") or GetResourceState(resourceName):find("stopped") end -- Ensure oxmysql resource is loaded local fileLoader = assert(load(LoadResourceFile("oxmysql", ('lib/MySQL.lua')), ('@@oxmysql/lib/MySQL.lua'))) fileLoader() if checkExists(Exports.OXCoreExport) then -- Detected OX_Core in server, wait for it to be started if needed while GetResourceState(Exports.OXCoreExport) ~= "started" do Wait(100) end local fileLoader = assert(load(LoadResourceFile(Exports.OXCoreExport, ('lib/init.lua')), ('@@'..Exports.OXCoreExport..'/lib/init.lua'))) fileLoader() end if checkExists(Exports.ESXExport) then -- Detected ESX in server, wait for it to be started if needed while GetResourceState(Exports.ESXExport) ~= "started" do Wait(100) end local fileLoader = assert(load(LoadResourceFile(Exports.ESXExport, ('/imports.lua')), ('@@'..Exports.ESXExport..'/imports.lua'))) fileLoader() end -- Initialize variables for caching local itemResource, jobResource, vehResource = "N/A", "N/A", "N/A" -- Print just to announce it knows the exports/scripts exist in the server for _, v in pairs(Exports) do if checkExists(v) then print("^6Bridge^7: '^3"..v.."^7' detected") end end --------------------- ---- Load Items ----- --------------------- -- Items initialization based on detected inventory system startTimer("Items") if checkExists(Exports.OXInv) then -- Wait for OX Inventory to start if it's not already started while GetResourceState(Exports.OXInv) ~= "started" do Wait(100) end itemResource = Exports.OXInv local success, result = pcall(function() return exports[Exports.OXInv]:Items() end) if success and result then cache.Items = result end -- Get Weapon info and duplicate them if they are uppercase -- (duplicate incase anything checks for the uppercase version) for k, v in pairs(cache.Items) do if type(k) == "string" then if k:find("WEAPON") then cache.Items[k:lower()] = cache.Items[k] end else print("^1ERROR^7: ^1Possible table inside a table, check your items.lua^7?") print("^1Possible Issue found^7:") print(json.encode(Items[k], {indent = true})) end end elseif checkExists(Exports.QBXExport) then while GetResourceState(Exports.QBXExport) ~= "started" do Wait(100) end itemResource = Exports.QBXExport cache.Items = exports[Exports.QBExport]:GetCoreObject().Shared.Items -- If this is nil, they need to update to qbx_core 1.23.0+ if not cache.Items then -- if their inventory doesn't allow that (they refuse to update their butchered core replacement): if GetResourceState(Exports.QSInv):find("start") then itemResource = Exports.QSInv cache.Items = exports[Exports.QSInv]:GetItemList() elseif GetResourceState(Exports.OrigenInv):find("start") then itemResource = Exports.OrigenInv cache.Items = exports[Exports.OrigenInv]:Items() elseif GetResourceState(Exports.CodeMInv):find("start") then itemResource = Exports.CodeMInv cache.Items = exports[Exports.CodeMInv]:GetItemList() elseif GetResourceState(Exports.CoreInv):find("start") then itemResource = Exports.CoreInv cache.Items = exports[Exports.CoreInv]:getItemsList() elseif GetResourceState(Exports.TgiannInv):find("start") then itemResource = Exports.TgiannInv cache.Items = exports[Exports.TgiannInv]:Items() end end elseif checkExists(Exports.QBExport) then while GetResourceState(Exports.QBExport) ~= "started" do Wait(100) end itemResource = Exports.QBExport cache.Items = exports[Exports.QBExport]:GetCoreObject().Shared.Items elseif checkExists(Exports.ESXExport) then itemResource = Exports.ESXExport if GetResourceState(Exports.QSInv):find("start") then cache.Items = exports[Exports.QSInv]:GetItemList() else cache.Items = ESX.GetItems() while not next(cache.Items) do cache.Items = ESX.GetItems() Wait(1000) end end elseif checkExists(Exports.RSGExport) then while GetResourceState(Exports.RSGExport) ~= "started" do Wait(100) end itemResource = Exports.RSGExport cache.Items = exports[Exports.RSGExport]:GetCoreObject().Shared.Items end endTimer("Items") --------------------- --- Load Vehicles --- --------------------- startTimer("Vehicles") -- Vehicle loading depending on framework if checkExists(Exports.QBXExport) then vehResource = Exports.QBXExport cache.Vehicles = exports[Exports.QBExport]:GetCoreObject().Shared.Vehicles elseif checkExists(Exports.QBExport)then vehResource = Exports.QBExport cache.Vehicles = exports[Exports.QBExport]:GetCoreObject().Shared.Vehicles elseif checkExists(Exports.OXCoreExport) then vehResource = Exports.OXCoreExport cache.Vehicles = {} for k, v in pairs(Ox.GetVehicleData()) do cache.Vehicles[k] = { model = k, hash = GetHashKey(k), price = v.price, name = v.name, brand = v.make } end elseif checkExists(Exports.ESXExport) then vehResource = Exports.ESXExport while not MySQL do Wait(1000) end for _, v in pairs(MySQL.query.await('SELECT model, price, name FROM vehicles')) do cache.Vehicles[v.model] = { model = v.model, hash = GetHashKey(v.model), price = v.price, name = v.name, } end elseif checkExists(Exports.RSGExport) then vehResource = Exports.RSGExport cache.Vehicles = exports[Exports.RSGExport]:GetCoreObject().Shared.Vehicles end endTimer("Vehicles") --------------------- ----- Load Jobs ----- --------------------- startTimer("Jobs") -- Jobs loading based on framework if checkExists(Exports.QBXExport) then jobResource = Exports.QBXExport cache.Jobs, cache.Gangs = exports[Exports.QBXExport]:GetJobs(), exports[Exports.QBXExport]:GetGangs() elseif checkExists(Exports.QBExport) then jobResource = Exports.QBExport cache.Jobs, cache.Gangs = exports[Exports.QBExport]:GetCoreObject().Shared.Jobs, exports[Exports.QBExport]:GetCoreObject().Shared.Gangs elseif checkExists(Exports.OXCoreExport) then jobResource = Exports.OXCoreExport while not MySQL do Wait(1000) end local tempJobs = MySQL.query.await('SELECT * FROM `ox_groups`') local tempGrades = MySQL.query.await('SELECT * FROM `ox_group_grades`') local gradeMap = {} for _, grade in pairs(tempGrades) do gradeMap[grade.group] = gradeMap[grade.group] or {} gradeMap[grade.group][grade.grade] = { name = grade.label } end for _, job in pairs(tempJobs) do cache.Jobs[job.name] = { label = job.label, grades = gradeMap[job.name] or {} } end cache.Gangs = cache.Jobs elseif checkExists(Exports.ESXExport) then jobResource = Exports.ESXExport ESX = exports[Exports.ESXExport]:getSharedObject() cache.Jobs = ESX.GetJobs() while not next(cache.Jobs) do Wait(100) cache.Jobs = ESX.GetJobs() end for Role, Grades in pairs(cache.Jobs) do -- Check for if user has added grades if Grades.grades == nil or not next(Grades.grades) then goto continue end for grade, info in pairs(Grades.grades) do if info.label and info.label:find("[Bb]oss") then cache.Jobs[Role].grades[grade].isBoss = true goto continue end end local highestGrade = nil for k in pairs(Grades.grades) do local num = tonumber(k) if num and (not highestGrade or num > highestGrade) then highestGrade = num end end if highestGrade then cache.Jobs[Role].grades[tostring(highestGrade)].isBoss = true end ::continue:: end cache.Gangs = cache.Jobs elseif checkExists(Exports.RSGExport) then jobResource = Exports.RSGExport cache.Jobs, cache.Gangs = exports[Exports.RSGExport]:GetCoreObject().Shared.Jobs, exports[Exports.RSGExport]:GetCoreObject().Shared.Gangs end endTimer("Jobs") -- Fallback if nil or empty if cache.Items == nil or not next(cache.Items) then print("^1--------------------------------------------^7") print("^1ERROR^7: ^1Can NOT find "..itemResource.." ^7Items ^1list^7, ^1possible error in that file or is it empty^7?") print("^1--------------------------------------------^7") cache.Items = {} -- Fallback to an empty table end if cache.Vehicles == nil or not next(cache.Vehicles) then print("^1--------------------------------------------^7") print("^1ERROR^7: ^1Can NOT find "..vehResource.." ^7Vehicles ^1list^7, ^1possible error in that file or is it empty^7?") print("^1--------------------------------------------^7") cache.Vehicles = {} -- Fallback to an empty table end if cache.Jobs == nil or not next(cache.Jobs) then print("^1--------------------------------------------^7") print("^1ERROR^7: ^1Can NOT find "..jobResource.." ^7job ^1list^7, ^1possible error in that file or is it empty^7?") print("^1--------------------------------------------^7") cache.Jobs = {} -- Fallback to an empty table end -- Auto Detection of Inventory Weight -- **EXPERIMENTAL** -- Forcefully load the the specified config file from inventory scripts -- This allows to get information required for certain functions that need to detect how much space is left in a players inventory -- This is born from too many tickets of me needing to explain that they need to change "InventoryWeight" to match their inv setting startTimer("InvWeight") startTimer("InvSlots") local function getInventoryConfig(resource, data) if data.convars then return function(path) local key = path[1] local convar = key == "MaxWeight" and data.convars.weight or key == "MaxSlots" and data.convars.slots return convar and GetConvarInt(convar.key, convar.default) or nil, "Unsupported convar path: " .. table.concat(path, ".") end end local content = LoadResourceFile(resource, data.file) if not content then return nil, "Failed to load file" end local env = { GetConvar = GetConvar, vector3 = vector3, Citizen = Citizen, GetResourceState = GetResourceState, exports = exports, DependencyCheck = DependencyCheck or function() return nil end, } local fn, err = load(content, '@'..data.file, 't', env) if not fn then return nil, "Failed to compile config: " .. err end if not pcall(fn) then return nil, "Error executing config file" end local cfg = env.Config or env.config if not cfg then return nil, "Config table not found" end return function(path) local ref = cfg for _, k in ipairs(path) do if type(ref) ~= "table" then return nil, "Path invalid at: " .. tostring(k) end ref = ref[k] end return ref end end -- Inventory table local invWeightTable = { [Exports.OXInv] = { convars = { weight = { key = "inventory:weight", default = 30000 }, slots = { key = "inventory:slots", default = 40 } }}, [Exports.QBInv] = { fallback = { { file = "config.lua", path = { "MaxInventoryWeight" }, slotPath = { "MaxInventorySlots" } }, -- old version { file = "config/config.lua", path = { "MaxWeight" }, slotPath = { "MaxSlots" } }, -- new version } }, [Exports.JPRInv] = { file = "configs/main_config.lua", path = { "MaxInventoryWeight" }, slotPath = { "MaxInventorySlots" } }, [Exports.PSInv] = { file = "config.lua", path = { "MaxInventoryWeight" }, slotPath = { "MaxInventorySlots" } }, [Exports.QSInv] = { file = "config/config.lua", path = { "InventoryWeight", "weight" }, slotPath = { "InventoryWeight", "slots" } }, [Exports.TgiannInv] = { file = "configs/config.lua", path = { "slotsMaxWeights", "player", "maxWeight" }, slotPath = { "slotsMaxWeights", "player", "slots" } }, [Exports.CodeMInv] = { file = "config/config.lua", path = { "MaxWeight" }, slotPath = { "MaxSlots" } }, [Exports.RSGInv] = { file = "config/config.lua", path = { "MaxWeight" }, slotPath = { "MaxSlots" } }, --[Exports.OrigenInv] = { file = "config.lua", path = { "MaxWeight" } }, } -- Run config detection local invResource = "" for script, data in pairs(invWeightTable) do if checkExists(script) then if script == Exports.QBInv and GetResourceState(Exports.JPRInv):find("start") then goto skip end local attempts = data.fallback or { data } local lookup, used, err for _, option in ipairs(attempts) do local try, e = getInventoryConfig(script, option) if try then lookup = try used = option break end err = e end if not lookup then print(("^1ERROR^7: ^1Config loader failed from ^5%s^7: ^1%s^7"):format(script, err or "unknown")) break end local function resolve(label, path) local val, perr = lookup(path) if val then cache["Inventory"..label] = val return end local warnType = label == "Weight" and "^1ERROR" or "^3WARNING" print(("%s^7: ^1Failed to get ^7Inventory%s ^1from ^5%s^7: ^1%s^7"):format(warnType, label, script, perr or "unknown")) end resolve("Weight", used.path or { "MaxWeight" }) resolve("Slots", used.slotPath or { "MaxSlots" }) invResource = script:gsub("-", "^7-^4"):gsub("_", "^7_^4") break end ::skip:: end endTimer("InvWeight") endTimer("InvSlots") CreateThread(function() local counts = { Items = 0, Vehicles = 0, Jobs = 0, Gangs = 0, } for k, v in pairs(cache) do if type(v) ~= "number" then for count in pairs(v) do counts[k] += 1 end end end if cache.InventoryWeight then print("^6FrameWorkCache^7: ^4"..invResource.."^2 InventoryWeight^7: ^3"..cache.InventoryWeight.."^7 (^3"..(cache.InventoryWeight / 1000).."kg^7) ^7("..timers["InvWeight"].."s)") end if cache.InventorySlots then print("^6FrameWorkCache^7: ^4"..invResource.."^2 InventorySlots^7: ^3"..cache.InventorySlots.." ^7("..timers["InvSlots"].."s)") end print("^6FrameworkCache^7: ^4"..itemResource:gsub("-", "^7-^4"):gsub("_", "^7_^4").."^2 Loaded ^3"..tostring(counts.Items).."^2 Items ^7("..timers["Items"].."s)") print("^6FrameworkCache^7: ^4"..vehResource:gsub("-", "^7-^4"):gsub("_", "^7_^4").."^2 Loaded ^3"..tostring(counts.Vehicles).."^2 Vehicles ^7("..timers["Vehicles"].."s)") print("^6FrameworkCache^7: ^4"..jobResource:gsub("-", "^7-^4"):gsub("_", "^7_^4").."^2 Loaded ^3"..tostring(counts.Jobs).."^2 Jobs ^7("..timers["Jobs"].."s)") print("^6FrameworkCache^7: ^4"..jobResource:gsub("-", "^7-^4"):gsub("_", "^7_^4").."^2 Loaded ^3"..tostring(counts.Gangs).."^2 Gangs ^7("..timers["Jobs"].."s)") endTimer("Cache") print("^6FrameworkCache^7: ^2Cache Ready ^7("..timers["Cache"].."s)") cacheReady = true end) RegisterNetEvent("jim_bridge:requestCache", function() local src = source TriggerClientEvent("jim_bridge:receiveCache", src, cache) end) exports("GetSharedData", function() -- Wait indefinitely (with periodic checks) until cacheReady is true local timeout = GetGameTimer() + 20000 -- 20 second failsafe timeout while not cacheReady and GetGameTimer() < timeout do Wait(100) end if not cacheReady then print("^1ERROR^7: jim_bridge cache timed out waiting for data.") return nil -- Signal clearly if cache never became ready end return cache end)