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https://github.com/citizenfx/cfx-server-data.git
synced 2025-02-13 09:42:53 +08:00
gameplay: example money, money fountain, ped money drop and player ID systems
This commit is contained in:
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@ -0,0 +1,6 @@
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fx_version 'cerulean'
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game 'gta5'
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map 'map.lua'
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dependency 'money-fountain'
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@ -0,0 +1,4 @@
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money_fountain 'test_fountain' {
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vector3(97.334, -973.621, 29.36),
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amount = 75
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}
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101
resources/[gameplay]/[examples]/money-fountain/client.lua
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101
resources/[gameplay]/[examples]/money-fountain/client.lua
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@ -0,0 +1,101 @@
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-- add text entries for all the help types we have
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AddTextEntry('FOUNTAIN_HELP', 'This fountain currently contains $~1~.~n~Press ~INPUT_PICKUP~ to obtain $~1~.~n~Press ~INPUT_DETONATE~ to place $~1~.')
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AddTextEntry('FOUNTAIN_HELP_DRAINED', 'This fountain currently contains $~1~.~n~Press ~INPUT_DETONATE~ to place $~1~.')
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AddTextEntry('FOUNTAIN_HELP_BROKE', 'This fountain currently contains $~1~.~n~Press ~INPUT_PICKUP~ to obtain $~1~.')
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AddTextEntry('FOUNTAIN_HELP_BROKE_N_DRAINED', 'This fountain currently contains $~1~.')
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AddTextEntry('FOUNTAIN_HELP_INUSE', 'This fountain currently contains $~1~.~n~You can use it again in ~a~.')
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-- upvalue aliases so that we will be fast if far away
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local Wait = Wait
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local GetEntityCoords = GetEntityCoords
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local PlayerPedId = PlayerPedId
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-- timer, don't tick as frequently if we're far from any money fountain
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local relevanceTimer = 500
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CreateThread(function()
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local pressing = false
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while true do
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Wait(relevanceTimer)
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local coords = GetEntityCoords(PlayerPedId())
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for _, data in pairs(moneyFountains) do
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-- if we're near this fountain
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local dist = #(coords - data.coords)
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-- near enough to draw
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if dist < 40 then
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-- ensure per-frame tick
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relevanceTimer = 0
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DrawMarker(29, data.coords.x, data.coords.y, data.coords.z, 0, 0, 0, 0.0, 0, 0, 1.0, 1.0, 1.0, 0, 150, 0, 120, false, true, 2, false, nil, nil, false)
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else
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-- put the relevance timer back to the way it was
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relevanceTimer = 500
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end
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-- near enough to use
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if dist < 1 then
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-- are we able to use it? if not, display appropriate help
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local player = LocalPlayer
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local nextUse = player.state['fountain_nextUse']
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-- GetNetworkTime is synced for everyone
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if nextUse and nextUse >= GetNetworkTime() then
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BeginTextCommandDisplayHelp('FOUNTAIN_HELP_INUSE')
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AddTextComponentInteger(GlobalState['fountain_' .. data.id])
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AddTextComponentSubstringTime(math.tointeger(nextUse - GetNetworkTime()), 2 | 4) -- seconds (2), minutes (4)
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EndTextCommandDisplayHelp(0, false, false, 1000)
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else
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-- handle inputs for pickup/place
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if not pressing then
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if IsControlPressed(0, 38 --[[ INPUT_PICKUP ]]) then
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TriggerServerEvent('money_fountain:tryPickup', data.id)
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pressing = true
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elseif IsControlPressed(0, 47 --[[ INPUT_DETONATE ]]) then
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TriggerServerEvent('money_fountain:tryPlace', data.id)
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pressing = true
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end
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else
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if not IsControlPressed(0, 38 --[[ INPUT_PICKUP ]]) and
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not IsControlPressed(0, 47 --[[ INPUT_DETONATE ]]) then
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pressing = false
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end
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end
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-- decide the appropriate help message
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local youCanSpend = (player.state['money_cash'] or 0) >= data.amount
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local fountainCanSpend = GlobalState['fountain_' .. data.id] >= data.amount
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local helpName
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if youCanSpend and fountainCanSpend then
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helpName = 'FOUNTAIN_HELP'
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elseif youCanSpend and not fountainCanSpend then
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helpName = 'FOUNTAIN_HELP_DRAINED'
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elseif not youCanSpend and fountainCanSpend then
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helpName = 'FOUNTAIN_HELP_BROKE'
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else
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helpName = 'FOUNTAIN_HELP_BROKE_N_DRAINED'
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end
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-- and print it
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BeginTextCommandDisplayHelp(helpName)
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AddTextComponentInteger(GlobalState['fountain_' .. data.id])
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if fountainCanSpend then
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AddTextComponentInteger(data.amount)
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end
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if youCanSpend then
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AddTextComponentInteger(data.amount)
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end
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EndTextCommandDisplayHelp(0, false, false, 1000)
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end
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end
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end
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end
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end)
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@ -0,0 +1,18 @@
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version '1.0.0'
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description 'An example money system client containing a money fountain.'
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author 'Cfx.re <pr@fivem.net>'
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fx_version 'bodacious'
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game 'gta5'
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client_script 'client.lua'
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server_script 'server.lua'
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shared_script 'mapdata.lua'
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dependencies {
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'mapmanager',
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'money'
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}
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lua54 'yes'
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28
resources/[gameplay]/[examples]/money-fountain/mapdata.lua
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28
resources/[gameplay]/[examples]/money-fountain/mapdata.lua
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@ -0,0 +1,28 @@
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-- define the money fountain list (SHARED SCRIPT)
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moneyFountains = {}
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-- index to know what to remove
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local fountainIdx = 1
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AddEventHandler('getMapDirectives', function(add)
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-- add a 'money_fountain' map directive
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add('money_fountain', function(state, name)
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return function(data)
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local coords = data[1]
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local amount = data.amount or 100
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local idx = fountainIdx
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fountainIdx += 1
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moneyFountains[idx] = {
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id = name,
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coords = coords,
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amount = amount
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}
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state.add('idx', idx)
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end
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end, function(state)
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moneyFountains[state.idx] = nil
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end)
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end)
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107
resources/[gameplay]/[examples]/money-fountain/server.lua
Normal file
107
resources/[gameplay]/[examples]/money-fountain/server.lua
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-- track down what we've added to global state
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local sentState = {}
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-- money system
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local ms = exports['money']
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-- get the fountain content from storage
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local function getMoneyForId(fountainId)
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return GetResourceKvpInt(('money:%s'):format(fountainId)) / 100.0
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end
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-- set the fountain content in storage + state
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local function setMoneyForId(fountainId, money)
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GlobalState['fountain_' .. fountainId] = math.tointeger(money)
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return SetResourceKvpInt(('money:%s'):format(fountainId), math.tointeger(money * 100.0))
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end
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-- get the nearest fountain to the player + ID
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local function getMoneyFountain(id, source)
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local coords = GetEntityCoords(GetPlayerPed(source))
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for _, v in pairs(moneyFountains) do
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if v.id == id then
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if #(v.coords - coords) < 2.5 then
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return v
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end
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end
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end
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return nil
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end
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-- generic function for events
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local function handleFountainStuff(source, id, pickup)
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-- if near the fountain we specify
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local fountain = getMoneyFountain(id, source)
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if fountain then
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-- and we can actually use the fountain already
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local player = Player(source)
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local nextUse = player.state['fountain_nextUse']
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if not nextUse then
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nextUse = 0
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end
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-- GetGameTimer ~ GetNetworkTime on client
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if nextUse <= GetGameTimer() then
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-- not rate limited
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local success = false
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local money = getMoneyForId(fountain.id)
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-- decide the op
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if pickup then
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-- if the fountain is rich enough to get the per-use amount
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if money >= fountain.amount then
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-- give the player money
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if ms:addMoney(source, 'cash', fountain.amount) then
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money -= fountain.amount
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success = true
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end
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end
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else
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-- if the player is rich enough
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if ms:removeMoney(source, 'cash', fountain.amount) then
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-- add to the fountain
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money += fountain.amount
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success = true
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end
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end
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-- save it and set the player's cooldown
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if success then
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setMoneyForId(fountain.id, money)
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player.state['fountain_nextUse'] = GetGameTimer() + GetConvarInt('moneyFountain_cooldown', 5000)
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end
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end
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end
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end
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-- event for picking up fountain->player
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RegisterNetEvent('money_fountain:tryPickup')
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AddEventHandler('money_fountain:tryPickup', function(id)
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handleFountainStuff(source, id, true)
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end)
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-- event for donating player->fountain
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RegisterNetEvent('money_fountain:tryPlace')
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AddEventHandler('money_fountain:tryPlace', function(id)
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handleFountainStuff(source, id, false)
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end)
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-- listener: if a new fountain is added, set its current money in state
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CreateThread(function()
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while true do
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Wait(500)
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for _, fountain in pairs(moneyFountains) do
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if not sentState[fountain.id] then
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GlobalState['fountain_' .. fountain.id] = math.tointeger(getMoneyForId(fountain.id))
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sentState[fountain.id] = true
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end
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end
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end
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end)
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30
resources/[gameplay]/[examples]/money/client.lua
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30
resources/[gameplay]/[examples]/money/client.lua
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local moneyTypes = {
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cash = `MP0_WALLET_BALANCE`,
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bank = `BANK_BALANCE`,
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}
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RegisterNetEvent('money:displayUpdate')
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AddEventHandler('money:displayUpdate', function(type, money)
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local stat = moneyTypes[type]
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if not stat then return end
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StatSetInt(stat, math.floor(money))
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end)
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TriggerServerEvent('money:requestDisplay')
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CreateThread(function()
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while true do
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Wait(0)
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if IsControlJustPressed(0, 20) then
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SetMultiplayerBankCash()
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SetMultiplayerWalletCash()
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Wait(4350)
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RemoveMultiplayerBankCash()
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RemoveMultiplayerWalletCash()
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end
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end
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end)
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12
resources/[gameplay]/[examples]/money/fxmanifest.lua
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12
resources/[gameplay]/[examples]/money/fxmanifest.lua
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version '1.0.0'
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description 'An example money system using KVS.'
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author 'Cfx.re <pr@fivem.net>'
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fx_version 'bodacious'
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game 'gta5'
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client_script 'client.lua'
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server_script 'server.lua'
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--dependency 'cfx.re/playerData.v1alpha1'
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lua54 'yes'
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119
resources/[gameplay]/[examples]/money/server.lua
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119
resources/[gameplay]/[examples]/money/server.lua
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local playerData = exports['cfx.re/playerData.v1alpha1']
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local validMoneyTypes = {
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bank = true,
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cash = true,
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}
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local function getMoneyForId(playerId, moneyType)
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return GetResourceKvpInt(('money:%s:%s'):format(playerId, moneyType)) / 100.0
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end
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local function setMoneyForId(playerId, moneyType, money)
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local s = playerData:getPlayerById(playerId)
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TriggerEvent('money:updated', {
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dbId = playerId,
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source = s,
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moneyType = moneyType,
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money = money
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})
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return SetResourceKvpInt(('money:%s:%s'):format(playerId, moneyType), math.tointeger(money * 100.0))
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end
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local function addMoneyForId(playerId, moneyType, amount)
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local curMoney = getMoneyForId(playerId, moneyType)
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curMoney += amount
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if curMoney >= 0 then
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setMoneyForId(playerId, moneyType, curMoney)
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return true, curMoney
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end
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return false, 0
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end
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exports('addMoney', function(playerIdx, moneyType, amount)
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amount = tonumber(amount)
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if amount <= 0 or amount > (1 << 30) then
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return false
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end
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if not validMoneyTypes[moneyType] then
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return false
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end
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local playerId = playerData:getPlayerId(playerIdx)
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local success, money = addMoneyForId(playerId, moneyType, amount)
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if success then
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Player(playerIdx).state['money_' .. moneyType] = money
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end
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return true
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end)
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exports('removeMoney', function(playerIdx, moneyType, amount)
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amount = tonumber(amount)
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if amount <= 0 or amount > (1 << 30) then
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return false
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end
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if not validMoneyTypes[moneyType] then
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return false
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end
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local playerId = playerData:getPlayerId(playerIdx)
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local success, money = addMoneyForId(playerId, moneyType, -amount)
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if success then
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Player(playerIdx).state['money_' .. moneyType] = money
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end
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return success
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end)
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exports('getMoney', function(playerIdx, moneyType)
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local playerId = playerData:getPlayerId(playerIdx)
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return getMoneyForId(playerId, moneyType)
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end)
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-- player display bits
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AddEventHandler('money:updated', function(data)
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if data.source then
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TriggerClientEvent('money:displayUpdate', data.source, data.moneyType, data.money)
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end
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end)
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RegisterNetEvent('money:requestDisplay')
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AddEventHandler('money:requestDisplay', function()
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local source = source
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local playerId = playerData:getPlayerId(source)
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for type, _ in pairs(validMoneyTypes) do
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local amount = getMoneyForId(playerId, type)
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TriggerClientEvent('money:displayUpdate', source, type, amount)
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Player(source).state['money_' .. type] = amount
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end
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end)
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RegisterCommand('earn', function(source, args)
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local type = args[1]
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local amount = tonumber(args[2])
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exports['money']:addMoney(source, type, amount)
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end, true)
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RegisterCommand('spend', function(source, args)
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local type = args[1]
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local amount = tonumber(args[2])
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if not exports['money']:removeMoney(source, type, amount) then
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print('you are broke??')
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end
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end, true)
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41
resources/[gameplay]/[examples]/ped-money-drops/client.lua
Normal file
41
resources/[gameplay]/[examples]/ped-money-drops/client.lua
Normal file
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AddEventHandler('gameEventTriggered', function(eventName, args)
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if eventName == 'CEventNetworkEntityDamage' then
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local victim = args[1]
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local culprit = args[2]
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local isDead = args[4] == 1
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if isDead then
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local origCoords = GetEntityCoords(victim)
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local pickup = CreatePickupRotate(`PICKUP_MONEY_VARIABLE`, origCoords.x, origCoords.y, origCoords.z - 0.7, 0.0, 0.0, 0.0, 512, 0, false, 0)
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local netId = PedToNet(victim)
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local undoStuff = { false }
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CreateThread(function()
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local self = PlayerPedId()
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while not undoStuff[1] do
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Wait(50)
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if #(GetEntityCoords(self) - origCoords) < 2.5 and HasPickupBeenCollected(pickup) then
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TriggerServerEvent('money:tryPickup', netId)
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RemovePickup(pickup)
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break
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end
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end
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undoStuff[1] = true
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end)
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SetTimeout(15000, function()
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if not undoStuff[1] then
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RemovePickup(pickup)
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undoStuff[1] = true
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end
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end)
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TriggerServerEvent('money:allowPickupNear', netId)
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end
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end
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end)
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version '1.0.0'
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description 'An example money system client.'
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author 'Cfx.re <pr@fivem.net>'
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fx_version 'bodacious'
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game 'gta5'
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client_script 'client.lua'
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server_script 'server.lua'
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lua54 'yes'
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42
resources/[gameplay]/[examples]/ped-money-drops/server.lua
Normal file
42
resources/[gameplay]/[examples]/ped-money-drops/server.lua
Normal file
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local safePositions = {}
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RegisterNetEvent('money:allowPickupNear')
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AddEventHandler('money:allowPickupNear', function(pedId)
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local entity = NetworkGetEntityFromNetworkId(pedId)
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Wait(250)
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||||
if not DoesEntityExist(entity) then
|
||||
return
|
||||
end
|
||||
|
||||
if GetEntityHealth(entity) > 100 then
|
||||
return
|
||||
end
|
||||
|
||||
local coords = GetEntityCoords(entity)
|
||||
safePositions[pedId] = coords
|
||||
end)
|
||||
|
||||
RegisterNetEvent('money:tryPickup')
|
||||
|
||||
AddEventHandler('money:tryPickup', function(entity)
|
||||
if not safePositions[entity] then
|
||||
return
|
||||
end
|
||||
|
||||
local source = source
|
||||
local playerPed = GetPlayerPed(source)
|
||||
local coords = GetEntityCoords(playerPed)
|
||||
|
||||
if #(safePositions[entity] - coords) < 2.5 then
|
||||
exports['money']:addMoney(source, 'cash', 40)
|
||||
end
|
||||
|
||||
safePositions[entity] = nil
|
||||
end)
|
||||
|
||||
AddEventHandler('entityRemoved', function(entity)
|
||||
safePositions[entity] = nil
|
||||
end)
|
12
resources/[gameplay]/player-data/fxmanifest.lua
Normal file
12
resources/[gameplay]/player-data/fxmanifest.lua
Normal file
@ -0,0 +1,12 @@
|
||||
version '1.0.0'
|
||||
description 'A basic resource for storing player identifiers.'
|
||||
author 'Cfx.re <pr@fivem.net>'
|
||||
|
||||
fx_version 'bodacious'
|
||||
game 'common'
|
||||
|
||||
server_script 'server.lua'
|
||||
|
||||
provides {
|
||||
'cfx.re/playerData.v1alpha1'
|
||||
}
|
222
resources/[gameplay]/player-data/server.lua
Normal file
222
resources/[gameplay]/player-data/server.lua
Normal file
@ -0,0 +1,222 @@
|
||||
--- player-data is a basic resource to showcase player identifier storage
|
||||
--
|
||||
-- it works in a fairly simple way: a set of identifiers is assigned to an account ID, and said
|
||||
-- account ID is then returned/added as state bag
|
||||
--
|
||||
-- it also implements the `cfx.re/playerData.v1alpha1` spec, which is exposed through the following:
|
||||
-- - getPlayerId(source: string)
|
||||
-- - getPlayerById(dbId: string)
|
||||
-- - getPlayerIdFromIdentifier(identifier: string)
|
||||
-- - setting `cfx.re/playerData@id` state bag field on the player
|
||||
|
||||
-- identifiers that we'll ignore (e.g. IP) as they're low-trust/high-variance
|
||||
local identifierBlocklist = {
|
||||
ip = true
|
||||
}
|
||||
|
||||
-- function to check if the identifier is blocked
|
||||
local function isIdentifierBlocked(identifier)
|
||||
-- Lua pattern to correctly split
|
||||
local idType = identifier:match('([^:]+):')
|
||||
|
||||
-- ensure it's a boolean
|
||||
return identifierBlocklist[idType] or false
|
||||
end
|
||||
|
||||
-- our database schema, in hierarchical KVS syntax:
|
||||
-- player:
|
||||
-- <id>:
|
||||
-- identifier:
|
||||
-- <identifier>: 'true'
|
||||
-- identifier:
|
||||
-- <identifier>: <playerId>
|
||||
|
||||
-- list of player indices to data
|
||||
local players = {}
|
||||
|
||||
-- list of player DBIDs to player indices
|
||||
local playersById = {}
|
||||
|
||||
-- a sequence field using KVS
|
||||
local function incrementId()
|
||||
local nextId = GetResourceKvpInt('nextId')
|
||||
nextId = nextId + 1
|
||||
SetResourceKvpInt('nextId', nextId)
|
||||
|
||||
return nextId
|
||||
end
|
||||
|
||||
-- gets the ID tied to an identifier in the schema, or nil
|
||||
local function getPlayerIdFromIdentifier(identifier)
|
||||
local str = GetResourceKvpString(('identifier:%s'):format(identifier))
|
||||
|
||||
if not str then
|
||||
return nil
|
||||
end
|
||||
|
||||
return msgpack.unpack(str).id
|
||||
end
|
||||
|
||||
-- stores the identifier + adds to a logging list
|
||||
local function setPlayerIdFromIdentifier(identifier, id)
|
||||
local str = ('identifier:%s'):format(identifier)
|
||||
SetResourceKvp(str, msgpack.pack({ id = id }))
|
||||
SetResourceKvp(('player:%s:identifier:%s'):format(id, identifier), 'true')
|
||||
end
|
||||
|
||||
-- stores any new identifiers for this player ID
|
||||
local function storeIdentifiers(playerIdx, newId)
|
||||
for _, identifier in ipairs(GetPlayerIdentifiers(playerIdx)) do
|
||||
if not isIdentifierBlocked(identifier) then
|
||||
-- TODO: check if the player already has an identifier of this type
|
||||
setPlayerIdFromIdentifier(identifier, newId)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- registers a new player (increments sequence, stores data, returns ID)
|
||||
local function registerPlayer(playerIdx)
|
||||
local newId = incrementId()
|
||||
storeIdentifiers(playerIdx, newId)
|
||||
|
||||
return newId
|
||||
end
|
||||
|
||||
-- initializes a player's data set
|
||||
local function setupPlayer(playerIdx)
|
||||
-- try getting the oldest-known identity from all the player's identifiers
|
||||
local defaultId = 0xFFFFFFFFFF
|
||||
local lowestId = defaultId
|
||||
|
||||
for _, identifier in ipairs(GetPlayerIdentifiers(playerIdx)) do
|
||||
if not isIdentifierBlocked(identifier) then
|
||||
local dbId = getPlayerIdFromIdentifier(identifier)
|
||||
|
||||
if dbId then
|
||||
if dbId < lowestId then
|
||||
lowestId = dbId
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- if this is the default ID, register. if not, update
|
||||
local playerId
|
||||
|
||||
if lowestId == defaultId then
|
||||
playerId = registerPlayer(playerIdx)
|
||||
else
|
||||
storeIdentifiers(playerIdx, lowestId)
|
||||
playerId = lowestId
|
||||
end
|
||||
|
||||
-- add state bag field
|
||||
if Player then
|
||||
Player(playerIdx).state['cfx.re/playerData@id'] = playerId
|
||||
end
|
||||
|
||||
-- and add to our caching tables
|
||||
players[playerIdx] = {
|
||||
dbId = playerId
|
||||
}
|
||||
|
||||
playersById[tostring(playerId)] = playerIdx
|
||||
end
|
||||
|
||||
-- we want to add a player pretty early
|
||||
AddEventHandler('playerConnecting', function()
|
||||
local playerIdx = tostring(source)
|
||||
setupPlayer(playerIdx)
|
||||
end)
|
||||
|
||||
-- and migrate them to a 'joining' ID where possible
|
||||
RegisterNetEvent('playerJoining')
|
||||
|
||||
AddEventHandler('playerJoining', function(oldIdx)
|
||||
-- resource restart race condition
|
||||
local oldPlayer = players[tostring(oldIdx)]
|
||||
|
||||
if oldPlayer then
|
||||
players[tostring(source)] = oldPlayer
|
||||
players[tostring(oldIdx)] = nil
|
||||
else
|
||||
setupPlayer(tostring(source))
|
||||
end
|
||||
end)
|
||||
|
||||
-- remove them if they're dropped
|
||||
AddEventHandler('playerDropped', function()
|
||||
local player = players[tostring(source)]
|
||||
|
||||
if player then
|
||||
playersById[tostring(player.dbId)] = nil
|
||||
end
|
||||
|
||||
players[tostring(source)] = nil
|
||||
end)
|
||||
|
||||
-- and when the resource is restarted, set up all players that are on right now
|
||||
for _, player in ipairs(GetPlayers()) do
|
||||
setupPlayer(player)
|
||||
end
|
||||
|
||||
-- also a quick command to get the current state
|
||||
RegisterCommand('playerData', function(source, args)
|
||||
if not args[1] then
|
||||
print('Usage:')
|
||||
print('\tplayerData getId <dbId>: gets identifiers for ID')
|
||||
print('\tplayerData getIdentifier <identifier>: gets ID for identifier')
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
if args[1] == 'getId' then
|
||||
local prefix = ('player:%s:identifier:'):format(args[2])
|
||||
local handle = StartFindKvp(prefix)
|
||||
local key
|
||||
|
||||
repeat
|
||||
key = FindKvp(handle)
|
||||
|
||||
if key then
|
||||
print('result:', key:sub(#prefix + 1))
|
||||
end
|
||||
until not key
|
||||
|
||||
EndFindKvp(handle)
|
||||
elseif args[1] == 'getIdentifier' then
|
||||
print('result:', getPlayerIdFromIdentifier(args[2]))
|
||||
end
|
||||
end, true)
|
||||
|
||||
-- COMPATIBILITY for server versions that don't export provide
|
||||
local function getExportEventName(resource, name)
|
||||
return string.format('__cfx_export_%s_%s', resource, name)
|
||||
end
|
||||
|
||||
function AddExport(name, fn)
|
||||
if not Citizen.Traits or not Citizen.Traits.ProvidesExports then
|
||||
AddEventHandler(getExportEventName('cfx.re/playerData.v1alpha1', name), function(setCB)
|
||||
setCB(fn)
|
||||
end)
|
||||
end
|
||||
|
||||
exports(name, fn)
|
||||
end
|
||||
|
||||
-- exports
|
||||
AddExport('getPlayerIdFromIdentifier', getPlayerIdFromIdentifier)
|
||||
|
||||
AddExport('getPlayerId', function(playerIdx)
|
||||
local player = players[tostring(playerIdx)]
|
||||
|
||||
if not player then
|
||||
return nil
|
||||
end
|
||||
|
||||
return player.dbId
|
||||
end)
|
||||
|
||||
AddExport('getPlayerById', function(playerId)
|
||||
return playersById[tostring(playerId)]
|
||||
end)
|
Loading…
Reference in New Issue
Block a user