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2 changed files with 469 additions and 264 deletions
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@ -2,6 +2,8 @@ local QBCore = exports['qb-core']:GetCoreObject()
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local trackedVehicles = {}
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local lastKnownCoords = {}
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local garagePending = {} -- Fahrzeuge, die gerade in die Garage gestellt werden
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local spawnedVehicles = {} -- Track recently spawned vehicles to prevent duplication
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local vehicleOwnership = {} -- Cache vehicle ownership status
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-- Helper function to count table entries
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function tableLength(T)
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@ -17,40 +19,67 @@ local function Debug(msg)
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end
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end
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-- Extrem starke Anti-Despawn Funktion
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-- IMPORTANT: Move this function definition to the top, before it's called
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local function PreventDespawn(vehicle)
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if not DoesEntityExist(vehicle) then return false end
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-- Anti-Duplication: Check if a vehicle with this plate already exists in the world
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local function DoesVehicleExistInWorld(plate)
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local vehicles = GetGamePool('CVehicle')
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local count = 0
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-- Grundlegende Persistenz
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SetEntityAsMissionEntity(vehicle, true, true)
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SetVehicleHasBeenOwnedByPlayer(vehicle, true)
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SetVehicleNeedsToBeHotwired(vehicle, false)
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-- Zusätzliche Flags
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SetEntityLoadCollisionFlag(vehicle, true)
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SetVehicleIsStolen(vehicle, false)
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SetVehicleIsWanted(vehicle, false)
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-- Verhindere dass das Fahrzeug als "abandoned" markiert wird
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if DecorIsRegisteredAsType("IgnoredByQuickSave", 2) then
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DecorSetBool(vehicle, "IgnoredByQuickSave", false)
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for _, vehicle in pairs(vehicles) do
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local vehPlate = QBCore.Functions.GetPlate(vehicle)
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if vehPlate == plate then
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count = count + 1
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if count > 1 then
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-- More than one vehicle with this plate exists!
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Debug("DUPLICATION DETECTED: Multiple vehicles with plate " .. plate .. " exist!")
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return true
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end
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end
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end
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-- Setze Fahrzeug auf Boden
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SetVehicleOnGroundProperly(vehicle)
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-- Verhindere dass das Fahrzeug gelöscht wird
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NetworkRegisterEntityAsNetworked(vehicle)
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local netID = NetworkGetNetworkIdFromEntity(vehicle)
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SetNetworkIdExistsOnAllMachines(netID, true)
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SetNetworkIdCanMigrate(netID, true)
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return true
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return false
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end
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-- Function to check if player owns the vehicle
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-- Anti-Duplication: Check if vehicle was recently spawned
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local function WasVehicleRecentlySpawned(plate)
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if spawnedVehicles[plate] then
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local timeSinceSpawn = GetGameTimer() - spawnedVehicles[plate]
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if timeSinceSpawn < 60000 then -- 60 seconds cooldown
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Debug("Anti-Dupe: Vehicle " .. plate .. " was recently spawned (" .. math.floor(timeSinceSpawn/1000) .. " seconds ago)")
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return true
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else
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-- Reset the timer if it's been more than 60 seconds
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spawnedVehicles[plate] = nil
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end
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end
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return false
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end
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-- Anti-Duplication: Mark vehicle as recently spawned
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local function MarkVehicleAsSpawned(plate)
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spawnedVehicles[plate] = GetGameTimer()
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Debug("Anti-Dupe: Marked vehicle " .. plate .. " as recently spawned")
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-- Clean up old entries every 5 minutes
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SetTimeout(300000, function()
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for p, time in pairs(spawnedVehicles) do
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if GetGameTimer() - time > 300000 then -- 5 minutes
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spawnedVehicles[p] = nil
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end
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end
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end)
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end
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-- Function to check if player owns the vehicle with caching
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local function DoesPlayerOwnVehicle(plate)
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-- Check cache first
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if vehicleOwnership[plate] ~= nil then
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-- Cache expires after 5 minutes
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local timeSinceCheck = GetGameTimer() - vehicleOwnership[plate].timestamp
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if timeSinceCheck < 300000 then -- 5 minutes
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return vehicleOwnership[plate].owned
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end
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end
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local playerData = QBCore.Functions.GetPlayerData()
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if not playerData then return false end
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@ -61,10 +90,14 @@ local function DoesPlayerOwnVehicle(plate)
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TriggerServerEvent('antidespawn:server:checkVehicleOwnership', plate)
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-- Register one-time event handler for the response
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RegisterNetEvent('antidespawn:client:vehicleOwnershipResult')
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local eventHandler = AddEventHandler('antidespawn:client:vehicleOwnershipResult', function(result, checkPlate)
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if plate == checkPlate then
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isOwned = result
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-- Cache the result
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vehicleOwnership[plate] = {
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owned = result,
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timestamp = GetGameTimer()
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}
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end
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end)
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@ -102,6 +135,37 @@ local function IsVehicleClassAllowed(vehicle)
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return false
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end
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-- Extrem starke Anti-Despawn Funktion
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local function PreventDespawn(vehicle)
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if not DoesEntityExist(vehicle) then return false end
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-- Grundlegende Persistenz
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SetEntityAsMissionEntity(vehicle, true, true)
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SetVehicleHasBeenOwnedByPlayer(vehicle, true)
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SetVehicleNeedsToBeHotwired(vehicle, false)
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-- Zusätzliche Flags
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SetEntityLoadCollisionFlag(vehicle, true)
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SetVehicleIsStolen(vehicle, false)
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SetVehicleIsWanted(vehicle, false)
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-- Verhindere dass das Fahrzeug als "abandoned" markiert wird
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if DecorIsRegisteredAsType("IgnoredByQuickSave", 2) then
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DecorSetBool(vehicle, "IgnoredByQuickSave", false)
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end
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-- Setze Fahrzeug auf Boden
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SetVehicleOnGroundProperly(vehicle)
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-- Verhindere dass das Fahrzeug gelöscht wird
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NetworkRegisterEntityAsNetworked(vehicle)
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local netID = NetworkGetNetworkIdFromEntity(vehicle)
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SetNetworkIdExistsOnAllMachines(netID, true)
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SetNetworkIdCanMigrate(netID, true)
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return true
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end
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-- Funktion um Fahrzeugmods zu erhalten
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local function GetVehicleMods(vehicle)
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local mods = {}
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@ -301,8 +365,6 @@ function GetVehicleByPlate(plate)
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return nil
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end
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-- AFTER ALL FUNCTIONS ARE DEFINED, THEN ADD EVENT HANDLERS AND THREADS
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-- Event Handler für Fahrzeug betreten (nur Fahrersitz)
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CreateThread(function()
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while true do
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@ -320,6 +382,14 @@ CreateThread(function()
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if driver == playerPed and IsVehicleClassAllowed(currentVehicle) then
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local plate = QBCore.Functions.GetPlate(currentVehicle)
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-- Anti-Duplication: Check if this plate already exists multiple times
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if DoesVehicleExistInWorld(plate) then
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Debug("Anti-Dupe: Detected duplicate vehicle with plate " .. plate .. ", not tracking")
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-- Optionally, you could delete the duplicate here
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-- DeleteEntity(currentVehicle)
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goto continue
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end
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-- Check if this vehicle is already being tracked
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if not trackedVehicles[plate] and not garagePending[plate] then
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-- Check if player owns this vehicle
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@ -328,7 +398,6 @@ CreateThread(function()
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local maxTrackedVehicles = 100 -- Adjust as needed
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if tableLength(trackedVehicles) >= maxTrackedVehicles then
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Debug("Maximum number of tracked vehicles reached")
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-- You could implement logic to remove the oldest vehicle here
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else
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trackedVehicles[plate] = currentVehicle
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@ -356,12 +425,10 @@ CreateThread(function()
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end
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end
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end
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::continue::
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end
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end)
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-- Rest of your code (threads, event handlers, etc.)
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-- Kontinuierliche Despawn-Verhinderung für alle getrackten Fahrzeuge
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CreateThread(function()
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while true do
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@ -371,6 +438,15 @@ CreateThread(function()
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local playerPos = GetEntityCoords(playerPed)
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for plate, vehicle in pairs(trackedVehicles) do
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-- Anti-Duplication: Check if multiple vehicles with this plate exist
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if DoesVehicleExistInWorld(plate) then
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Debug("Anti-Dupe: Detected duplicate during tracking for plate " .. plate .. ", removing from tracking")
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trackedVehicles[plate] = nil
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lastKnownCoords[plate] = nil
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TriggerServerEvent('antidespawn:server:removeVehicle', plate)
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goto continue
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end
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-- Prüfe ob Fahrzeug gerade in die Garage gestellt wird
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if garagePending[plate] then
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Debug("Fahrzeug wird gerade in Garage gestellt, entferne aus Tracking: " .. plate)
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@ -406,6 +482,14 @@ CreateThread(function()
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else
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Debug("Fahrzeug existiert nicht mehr: " .. plate)
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-- Anti-Duplication: Check if vehicle was recently spawned before respawning
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if WasVehicleRecentlySpawned(plate) then
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Debug("Anti-Dupe: Not respawning recently spawned vehicle: " .. plate)
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trackedVehicles[plate] = nil
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lastKnownCoords[plate] = nil
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goto continue
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end
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-- Versuche Fahrzeug wiederherzustellen, aber nur wenn es nicht in die Garage gestellt wird
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if lastKnownCoords[plate] and not garagePending[plate] then
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Debug("Versuche Fahrzeug wiederherzustellen: " .. plate)
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@ -420,6 +504,7 @@ CreateThread(function()
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lastKnownCoords[plate] = nil
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end
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end
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::continue::
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end
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end
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end)
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RegisterNetEvent('antidespawn:client:spawnVehicle', function(data)
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Debug("Spawne Fahrzeug: " .. data.plate)
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-- Anti-Duplication: Check if vehicle was recently spawned
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if WasVehicleRecentlySpawned(data.plate) then
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Debug("Anti-Dupe: Blocking respawn of recently spawned vehicle: " .. data.plate)
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return
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end
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-- Prüfe ob Fahrzeug bereits existiert
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local existingVehicle = GetVehicleByPlate(data.plate)
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if existingVehicle then
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@ -477,6 +568,12 @@ RegisterNetEvent('antidespawn:client:spawnVehicle', function(data)
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return
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end
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-- Anti-Duplication: Check if player owns this vehicle
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if not DoesPlayerOwnVehicle(data.plate) then
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Debug("Anti-Dupe: Player does not own vehicle, not spawning: " .. data.plate)
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return
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end
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-- Konvertiere Modell zu Hash wenn nötig
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local modelHash = data.model
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if type(modelHash) == "string" then
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if HasModelLoaded(modelHash) then
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Debug("Modell geladen, erstelle Fahrzeug...")
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-- Anti-Duplication: Final check before spawning
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if GetVehicleByPlate(data.plate) then
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Debug("Anti-Dupe: Vehicle with plate " .. data.plate .. " appeared during model loading, aborting spawn")
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SetModelAsNoLongerNeeded(modelHash)
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return
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end
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-- Verwende CREATE_AUTOMOBILE für bessere Persistenz
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local vehicle
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@ -522,6 +626,9 @@ RegisterNetEvent('antidespawn:client:spawnVehicle', function(data)
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end
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if DoesEntityExist(vehicle) then
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-- Anti-Duplication: Mark as recently spawned
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MarkVehicleAsSpawned(data.plate)
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-- Warte bis Fahrzeug vollständig geladen ist
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Wait(500)
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end
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end)
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-- Hilfsfunktion um Fahrzeug anhand Kennzeichen zu finden
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function GetVehicleByPlate(plate)
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local vehicles = GetGamePool('CVehicle')
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for _, vehicle in pairs(vehicles) do
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if QBCore.Functions.GetPlate(vehicle) == plate then
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return vehicle
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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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-- Event für Garage Store (wird ausgelöst, wenn der Spieler ein Fahrzeug in die Garage stellen will)
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RegisterNetEvent('jg-advancedgarages:client:store-vehicle', function(garageId, garageVehicleType)
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local playerPed = PlayerPedId()
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@ -663,21 +759,32 @@ RegisterCommand('fixvehicle', function()
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if vehicle ~= 0 then
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local plate = QBCore.Functions.GetPlate(vehicle)
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-- Anti-Duplication: Check if this plate already exists multiple times
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if DoesVehicleExistInWorld(plate) then
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Debug("Anti-Dupe: Detected duplicate vehicle with plate " .. plate .. ", not fixing")
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return
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end
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-- Prüfe ob Fahrzeug gerade in die Garage gestellt wird
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if not garagePending[plate] then
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PreventDespawn(vehicle)
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trackedVehicles[plate] = vehicle
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lastKnownCoords[plate] = GetEntityCoords(vehicle)
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-- Registriere Fahrzeug beim Server
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local vehicleCoords = GetEntityCoords(vehicle)
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local vehicleHeading = GetEntityHeading(vehicle)
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local vehicleModel = GetEntityModel(vehicle)
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local vehicleMods = GetVehicleMods(vehicle)
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TriggerServerEvent('antidespawn:server:registerVehicle', plate, vehicleModel, vehicleCoords, vehicleHeading, vehicleMods)
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Debug("Anti-Despawn für Fahrzeug aktiviert: " .. plate)
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-- Check if player owns this vehicle
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if DoesPlayerOwnVehicle(plate) then
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PreventDespawn(vehicle)
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trackedVehicles[plate] = vehicle
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lastKnownCoords[plate] = GetEntityCoords(vehicle)
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-- Registriere Fahrzeug beim Server
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local vehicleCoords = GetEntityCoords(vehicle)
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local vehicleHeading = GetEntityHeading(vehicle)
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local vehicleModel = GetEntityModel(vehicle)
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local vehicleMods = GetVehicleMods(vehicle)
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TriggerServerEvent('antidespawn:server:registerVehicle', plate, vehicleModel, vehicleCoords, vehicleHeading, vehicleMods)
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Debug("Anti-Despawn für Fahrzeug aktiviert: " .. plate)
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else
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Debug("Fahrzeug gehört nicht dem Spieler, kann nicht fixiert werden: " .. plate)
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end
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else
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Debug("Fahrzeug wird gerade in Garage gestellt, kann nicht fixiert werden: " .. plate)
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end
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end
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end, false)
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-- Server-side event handler for ownership verification
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RegisterNetEvent('antidespawn:client:vehicleOwnershipResult', function(result, plate)
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-- This event is handled by the DoesPlayerOwnVehicle function
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end)
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-- Clean up resources when script stops
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AddEventHandler('onResourceStop', function(resourceName)
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if resourceName == GetCurrentResourceName() then
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Debug("Resource stopping, clearing all data")
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trackedVehicles = {}
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lastKnownCoords = {}
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garagePending = {}
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spawnedVehicles = {}
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vehicleOwnership = {}
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end
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end)
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-- Debug command to check vehicle duplication
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RegisterCommand('checkdupes', function()
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local vehicles = GetGamePool('CVehicle')
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local plates = {}
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local dupes = {}
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for _, vehicle in pairs(vehicles) do
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local plate = QBCore.Functions.GetPlate(vehicle)
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if plates[plate] then
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if not dupes[plate] then
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dupes[plate] = 2
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else
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dupes[plate] = dupes[plate] + 1
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end
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else
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plates[plate] = true
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end
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end
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local dupeCount = 0
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for plate, count in pairs(dupes) do
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Debug("Duplicate found: " .. plate .. " (Count: " .. count .. ")")
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dupeCount = dupeCount + 1
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end
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if dupeCount == 0 then
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Debug("No duplicate vehicles found")
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else
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Debug("Found " .. dupeCount .. " duplicate vehicles")
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end
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end, false)
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-- Debug command to clear recently spawned vehicles list
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RegisterCommand('clearspawned', function()
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spawnedVehicles = {}
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Debug("Cleared recently spawned vehicles list")
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end, false)
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-- Debug command to clear ownership cache
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RegisterCommand('clearownership', function()
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vehicleOwnership = {}
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Debug("Cleared vehicle ownership cache")
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end, false)
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@ -1,5 +1,6 @@
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local QBCore = exports['qb-core']:GetCoreObject()
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local vehicles = {}
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local activeSpawns = {} -- Track active spawn requests to prevent duplicates
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-- Debug Funktion
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local function Debug(msg)
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@ -65,26 +66,63 @@ CreateThread(function()
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end)
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end)
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-- Registriere ein Fahrzeug
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-- Check if a player owns a vehicle
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RegisterNetEvent('antidespawn:server:checkVehicleOwnership', function(plate)
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local src = source
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local Player = QBCore.Functions.GetPlayer(src)
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if not Player then
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TriggerClientEvent('antidespawn:client:vehicleOwnershipResult', src, false, plate)
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return
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end
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MySQL.query('SELECT * FROM player_vehicles WHERE plate = ? AND citizenid = ?', {plate, Player.PlayerData.citizenid}, function(result)
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local isOwned = result and #result > 0
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TriggerClientEvent('antidespawn:client:vehicleOwnershipResult', src, isOwned, plate)
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end)
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end)
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-- Enhanced anti-duplication for vehicle registration
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RegisterNetEvent('antidespawn:server:registerVehicle', function(plate, model, coords, heading, mods)
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local src = source
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local Player = QBCore.Functions.GetPlayer(src)
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if not plate or not model or not coords then
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Debug("Ungültige Daten beim Registrieren eines Fahrzeugs")
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return
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end
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if not Player then return end
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-- Stelle sicher, dass das Modell als Zahl gespeichert wird
|
||||
if type(model) == "string" then
|
||||
model = tonumber(model) or model
|
||||
end
|
||||
|
||||
-- Prüfe ob Fahrzeug in der Garage ist
|
||||
MySQL.query('SELECT * FROM player_vehicles WHERE plate = ? AND state = ?', {plate, 1}, function(result)
|
||||
if result and #result > 0 then
|
||||
-- Verify ownership before registering
|
||||
MySQL.query('SELECT * FROM player_vehicles WHERE plate = ?', {plate}, function(result)
|
||||
if not result or #result == 0 then
|
||||
Debug("Vehicle not found in database: " .. plate)
|
||||
return
|
||||
end
|
||||
|
||||
-- Check if player owns the vehicle
|
||||
local isOwner = false
|
||||
for _, veh in ipairs(result) do
|
||||
if veh.citizenid == Player.PlayerData.citizenid then
|
||||
isOwner = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if not isOwner then
|
||||
Debug("Player does not own vehicle: " .. plate)
|
||||
return
|
||||
end
|
||||
|
||||
-- Check if vehicle is in garage
|
||||
local inGarage = false
|
||||
for _, veh in ipairs(result) do
|
||||
if veh.state == 1 then
|
||||
inGarage = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if inGarage then
|
||||
Debug("Fahrzeug ist in der Garage, nicht registrieren: " .. plate)
|
||||
|
||||
-- Entferne aus Anti-Despawn Datenbank falls vorhanden
|
||||
-- Remove from Anti-Despawn database if present
|
||||
if vehicles[plate] then
|
||||
vehicles[plate] = nil
|
||||
MySQL.query("DELETE FROM vehicle_antidespawn WHERE plate = ?", {plate})
|
||||
|
@ -93,6 +131,7 @@ RegisterNetEvent('antidespawn:server:registerVehicle', function(plate, model, co
|
|||
return
|
||||
end
|
||||
|
||||
-- Continue with registration as before
|
||||
vehicles[plate] = {
|
||||
model = model,
|
||||
coords = coords,
|
||||
|
@ -101,9 +140,10 @@ RegisterNetEvent('antidespawn:server:registerVehicle', function(plate, model, co
|
|||
mods = mods,
|
||||
last_updated = os.time()
|
||||
}
|
||||
|
||||
MySQL.query("INSERT INTO vehicle_antidespawn (plate, model, coords, heading, fuel, mods) VALUES (?, ?, ?, ?, ?, ?) ON DUPLICATE KEY UPDATE coords = VALUES(coords), heading = VALUES(heading), mods = VALUES(mods), last_updated = CURRENT_TIMESTAMP", {
|
||||
plate,
|
||||
tostring(model), -- Speichere als String in der Datenbank
|
||||
tostring(model),
|
||||
json.encode(coords),
|
||||
heading,
|
||||
100,
|
||||
|
@ -116,11 +156,43 @@ end)
|
|||
|
||||
-- Aktualisiere ein Fahrzeug
|
||||
RegisterNetEvent('antidespawn:server:updateVehicle', function(plate, coords, heading, mods)
|
||||
local src = source
|
||||
local Player = QBCore.Functions.GetPlayer(src)
|
||||
|
||||
if not Player then return end
|
||||
if not vehicles[plate] then return end
|
||||
|
||||
-- Prüfe ob Fahrzeug in der Garage ist
|
||||
MySQL.query('SELECT * FROM player_vehicles WHERE plate = ? AND state = ?', {plate, 1}, function(result)
|
||||
if result and #result > 0 then
|
||||
-- Verify ownership before updating
|
||||
MySQL.query('SELECT * FROM player_vehicles WHERE plate = ?', {plate}, function(result)
|
||||
if not result or #result == 0 then
|
||||
Debug("Vehicle not found in database: " .. plate)
|
||||
return
|
||||
end
|
||||
|
||||
-- Check if player owns the vehicle
|
||||
local isOwner = false
|
||||
for _, veh in ipairs(result) do
|
||||
if veh.citizenid == Player.PlayerData.citizenid then
|
||||
isOwner = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if not isOwner then
|
||||
Debug("Player does not own vehicle: " .. plate)
|
||||
return
|
||||
end
|
||||
|
||||
-- Check if vehicle is in garage
|
||||
local inGarage = false
|
||||
for _, veh in ipairs(result) do
|
||||
if veh.state == 1 then
|
||||
inGarage = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if inGarage then
|
||||
Debug("Fahrzeug ist in der Garage, entferne aus Tracking: " .. plate)
|
||||
vehicles[plate] = nil
|
||||
|
||||
|
@ -148,6 +220,7 @@ end)
|
|||
|
||||
-- Entferne ein Fahrzeug
|
||||
RegisterNetEvent('antidespawn:server:removeVehicle', function(plate)
|
||||
local src = source
|
||||
if not vehicles[plate] then return end
|
||||
|
||||
vehicles[plate] = nil
|
||||
|
@ -159,30 +232,76 @@ RegisterNetEvent('antidespawn:server:removeVehicle', function(plate)
|
|||
Debug("Fahrzeug entfernt: " .. plate)
|
||||
end)
|
||||
|
||||
-- Respawn ein Fahrzeug
|
||||
-- Enhanced anti-duplication for vehicle respawning
|
||||
RegisterNetEvent('antidespawn:server:respawnVehicle', function(plate)
|
||||
local src = source
|
||||
local Player = QBCore.Functions.GetPlayer(src)
|
||||
|
||||
if not vehicles[plate] then
|
||||
Debug("Fahrzeug nicht in Datenbank: " .. plate)
|
||||
return
|
||||
if not Player then return end
|
||||
|
||||
-- Anti-Duplication: Check if there's already an active spawn request for this plate
|
||||
if activeSpawns[plate] then
|
||||
Debug("Anti-Dupe: Already processing spawn request for: " .. plate)
|
||||
return
|
||||
end
|
||||
|
||||
-- Prüfe ob Fahrzeug in der Garage ist
|
||||
MySQL.query('SELECT * FROM player_vehicles WHERE plate = ? AND state = ?', {plate, 1}, function(result)
|
||||
if result and #result > 0 then
|
||||
Debug("Fahrzeug ist in der Garage, nicht respawnen: " .. plate)
|
||||
|
||||
-- Entferne aus Anti-Despawn Datenbank
|
||||
vehicles[plate] = nil
|
||||
|
||||
MySQL.query("DELETE FROM vehicle_antidespawn WHERE plate = ?", {
|
||||
plate
|
||||
})
|
||||
-- Mark as active spawn
|
||||
activeSpawns[plate] = true
|
||||
|
||||
-- Set a timeout to clear the active spawn status
|
||||
SetTimeout(10000, function()
|
||||
activeSpawns[plate] = nil
|
||||
end)
|
||||
|
||||
-- Verify ownership before respawning
|
||||
MySQL.query('SELECT * FROM player_vehicles WHERE plate = ?', {plate}, function(result)
|
||||
if not result or #result == 0 then
|
||||
Debug("Vehicle not found in database: " .. plate)
|
||||
activeSpawns[plate] = nil
|
||||
return
|
||||
end
|
||||
|
||||
-- Sende Spawn-Event zurück an den Client
|
||||
-- Check if player owns the vehicle
|
||||
local isOwner = false
|
||||
for _, veh in ipairs(result) do
|
||||
if veh.citizenid == Player.PlayerData.citizenid then
|
||||
isOwner = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if not isOwner then
|
||||
Debug("Player does not own vehicle: " .. plate)
|
||||
activeSpawns[plate] = nil
|
||||
return
|
||||
end
|
||||
|
||||
if not vehicles[plate] then
|
||||
Debug("Fahrzeug nicht in Datenbank: " .. plate)
|
||||
activeSpawns[plate] = nil
|
||||
return
|
||||
end
|
||||
|
||||
-- Check if vehicle is in garage
|
||||
local inGarage = false
|
||||
for _, veh in ipairs(result) do
|
||||
if veh.state == 1 then
|
||||
inGarage = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if inGarage then
|
||||
Debug("Fahrzeug ist in der Garage, nicht respawnen: " .. plate)
|
||||
|
||||
-- Remove from Anti-Despawn database
|
||||
vehicles[plate] = nil
|
||||
MySQL.query("DELETE FROM vehicle_antidespawn WHERE plate = ?", {plate})
|
||||
activeSpawns[plate] = nil
|
||||
return
|
||||
end
|
||||
|
||||
-- Send spawn event back to client
|
||||
TriggerClientEvent('antidespawn:client:spawnVehicle', src, {
|
||||
plate = plate,
|
||||
model = vehicles[plate].model,
|
||||
|
@ -212,68 +331,83 @@ RegisterNetEvent('antidespawn:server:loadVehicles', function()
|
|||
local loadedCount = 0
|
||||
local vehiclesToLoad = {}
|
||||
|
||||
-- Sammle alle Fahrzeuge, die geladen werden sollen
|
||||
for plate, vehicle in pairs(vehicles) do
|
||||
-- Prüfe ob das Fahrzeug in der Garage ist
|
||||
MySQL.query('SELECT * FROM player_vehicles WHERE plate = ?', {plate}, function(result)
|
||||
-- Prüfe ob das Fahrzeug überhaupt existiert
|
||||
if not result or #result == 0 then
|
||||
Debug("Fahrzeug existiert nicht in player_vehicles: " .. plate)
|
||||
-- Entferne aus Anti-Despawn Datenbank
|
||||
vehicles[plate] = nil
|
||||
MySQL.query("DELETE FROM vehicle_antidespawn WHERE plate = ?", {plate})
|
||||
return
|
||||
end
|
||||
|
||||
-- Prüfe ob das Fahrzeug in der Garage ist (state = 1)
|
||||
local inGarage = false
|
||||
for _, veh in ipairs(result) do
|
||||
if veh.state == 1 then
|
||||
inGarage = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if inGarage then
|
||||
Debug("Fahrzeug ist in der Garage, nicht laden: " .. plate)
|
||||
-- Entferne aus Anti-Despawn Datenbank
|
||||
vehicles[plate] = nil
|
||||
MySQL.query("DELETE FROM vehicle_antidespawn WHERE plate = ?", {plate})
|
||||
return
|
||||
end
|
||||
|
||||
-- Lade nur Fahrzeuge in der Nähe des Spielers
|
||||
local distance = #(playerCoords - vector3(vehicle.coords.x, vehicle.coords.y, vehicle.coords.z))
|
||||
|
||||
if distance < 100.0 then
|
||||
-- Stelle sicher, dass das Modell als Zahl gespeichert ist
|
||||
local model = vehicle.model
|
||||
if type(model) == "string" then
|
||||
model = tonumber(model) or model
|
||||
end
|
||||
|
||||
table.insert(vehiclesToLoad, {
|
||||
plate = plate,
|
||||
model = model,
|
||||
coords = vehicle.coords,
|
||||
heading = vehicle.heading,
|
||||
fuel = vehicle.fuel,
|
||||
mods = vehicle.mods
|
||||
})
|
||||
|
||||
loadedCount = loadedCount + 1
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
-- Warte kurz und lade dann die Fahrzeuge
|
||||
SetTimeout(3000, function()
|
||||
for _, vehicleData in ipairs(vehiclesToLoad) do
|
||||
TriggerClientEvent('antidespawn:client:spawnVehicle', src, vehicleData)
|
||||
Debug("Fahrzeug für Spieler geladen: " .. vehicleData.plate)
|
||||
-- Get all vehicles owned by this player
|
||||
MySQL.query('SELECT * FROM player_vehicles WHERE citizenid = ?', {Player.PlayerData.citizenid}, function(ownedVehicles)
|
||||
if not ownedVehicles or #ownedVehicles == 0 then
|
||||
Debug("Spieler besitzt keine Fahrzeuge")
|
||||
return
|
||||
end
|
||||
|
||||
Debug("Fahrzeugladung abgeschlossen. " .. loadedCount .. " Fahrzeuge geladen.")
|
||||
-- Create a lookup table for owned vehicles
|
||||
local ownedPlates = {}
|
||||
for _, veh in ipairs(ownedVehicles) do
|
||||
ownedPlates[veh.plate] = veh.state
|
||||
end
|
||||
|
||||
-- Sammle alle Fahrzeuge, die geladen werden sollen
|
||||
for plate, vehicle in pairs(vehicles) do
|
||||
-- Check if player owns this vehicle
|
||||
if ownedPlates[plate] then
|
||||
-- Skip if vehicle is in garage (state = 1)
|
||||
if ownedPlates[plate] == 1 then
|
||||
Debug("Fahrzeug ist in der Garage, nicht laden: " .. plate)
|
||||
-- Remove from Anti-Despawn database
|
||||
vehicles[plate] = nil
|
||||
MySQL.query("DELETE FROM vehicle_antidespawn WHERE plate = ?", {plate})
|
||||
goto continue
|
||||
end
|
||||
|
||||
-- Lade nur Fahrzeuge in der Nähe des Spielers
|
||||
local distance = #(playerCoords - vector3(vehicle.coords.x, vehicle.coords.y, vehicle.coords.z))
|
||||
|
||||
if distance < 100.0 then
|
||||
-- Stelle sicher, dass das Modell als Zahl gespeichert ist
|
||||
local model = vehicle.model
|
||||
if type(model) == "string" then
|
||||
model = tonumber(model) or model
|
||||
end
|
||||
|
||||
table.insert(vehiclesToLoad, {
|
||||
plate = plate,
|
||||
model = model,
|
||||
coords = vehicle.coords,
|
||||
heading = vehicle.heading,
|
||||
fuel = vehicle.fuel,
|
||||
mods = vehicle.mods
|
||||
})
|
||||
|
||||
loadedCount = loadedCount + 1
|
||||
end
|
||||
else
|
||||
-- Vehicle not owned by this player, remove from tracking
|
||||
Debug("Fahrzeug gehört nicht dem Spieler, entferne aus Tracking: " .. plate)
|
||||
vehicles[plate] = nil
|
||||
MySQL.query("DELETE FROM vehicle_antidespawn WHERE plate = ?", {plate})
|
||||
end
|
||||
::continue::
|
||||
end
|
||||
|
||||
-- Warte kurz und lade dann die Fahrzeuge
|
||||
SetTimeout(3000, function()
|
||||
for _, vehicleData in ipairs(vehiclesToLoad) do
|
||||
-- Anti-Duplication: Check if there's already an active spawn request for this plate
|
||||
if not activeSpawns[vehicleData.plate] then
|
||||
activeSpawns[vehicleData.plate] = true
|
||||
|
||||
-- Set a timeout to clear the active spawn status
|
||||
SetTimeout(10000, function()
|
||||
activeSpawns[vehicleData.plate] = nil
|
||||
end)
|
||||
|
||||
TriggerClientEvent('antidespawn:client:spawnVehicle', src, vehicleData)
|
||||
Debug("Fahrzeug für Spieler geladen: " .. vehicleData.plate)
|
||||
else
|
||||
Debug("Anti-Dupe: Already processing spawn request for: " .. vehicleData.plate)
|
||||
end
|
||||
end
|
||||
|
||||
Debug("Fahrzeugladung abgeschlossen. " .. loadedCount .. " Fahrzeuge geladen.")
|
||||
end)
|
||||
end)
|
||||
end)
|
||||
|
||||
|
@ -387,116 +521,6 @@ RegisterCommand('clearvehicles', function(source, args, rawCommand)
|
|||
end
|
||||
end, true)
|
||||
|
||||
|
||||
-- Check if a player owns a vehicle
|
||||
RegisterNetEvent('antidespawn:server:checkVehicleOwnership', function(plate)
|
||||
local src = source
|
||||
local Player = QBCore.Functions.GetPlayer(src)
|
||||
|
||||
if not Player then return end
|
||||
|
||||
MySQL.query('SELECT * FROM player_vehicles WHERE plate = ? AND citizenid = ?', {plate, Player.PlayerData.citizenid}, function(result)
|
||||
local isOwned = result and #result > 0
|
||||
TriggerClientEvent('antidespawn:client:vehicleOwnershipResult', src, isOwned, plate)
|
||||
end)
|
||||
end)
|
||||
|
||||
-- Modified registerVehicle function to verify ownership
|
||||
RegisterNetEvent('antidespawn:server:registerVehicle', function(plate, model, coords, heading, mods)
|
||||
local src = source
|
||||
local Player = QBCore.Functions.GetPlayer(src)
|
||||
|
||||
if not Player then return end
|
||||
|
||||
-- Verify ownership before registering
|
||||
MySQL.query('SELECT * FROM player_vehicles WHERE plate = ? AND citizenid = ?', {plate, Player.PlayerData.citizenid}, function(result)
|
||||
if not result or #result == 0 then
|
||||
Debug("Player does not own vehicle: " .. plate)
|
||||
return
|
||||
end
|
||||
|
||||
-- Check if vehicle is in garage
|
||||
if result[1].state == 1 then
|
||||
Debug("Fahrzeug ist in der Garage, nicht registrieren: " .. plate)
|
||||
|
||||
-- Remove from Anti-Despawn database if present
|
||||
if vehicles[plate] then
|
||||
vehicles[plate] = nil
|
||||
MySQL.query("DELETE FROM vehicle_antidespawn WHERE plate = ?", {plate})
|
||||
Debug("Fahrzeug aus Anti-Despawn entfernt: " .. plate)
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
-- Continue with registration as before
|
||||
vehicles[plate] = {
|
||||
model = model,
|
||||
coords = coords,
|
||||
heading = heading,
|
||||
fuel = 100,
|
||||
mods = mods,
|
||||
last_updated = os.time()
|
||||
}
|
||||
|
||||
MySQL.query("INSERT INTO vehicle_antidespawn (plate, model, coords, heading, fuel, mods) VALUES (?, ?, ?, ?, ?, ?) ON DUPLICATE KEY UPDATE coords = VALUES(coords), heading = VALUES(heading), mods = VALUES(mods), last_updated = CURRENT_TIMESTAMP", {
|
||||
plate,
|
||||
tostring(model),
|
||||
json.encode(coords),
|
||||
heading,
|
||||
100,
|
||||
json.encode(mods)
|
||||
})
|
||||
|
||||
Debug("Fahrzeug registriert: " .. plate .. " (Modell: " .. tostring(model) .. ")")
|
||||
end)
|
||||
end)
|
||||
|
||||
-- Also modify respawnVehicle to verify ownership
|
||||
RegisterNetEvent('antidespawn:server:respawnVehicle', function(plate)
|
||||
local src = source
|
||||
local Player = QBCore.Functions.GetPlayer(src)
|
||||
|
||||
if not Player then return end
|
||||
|
||||
-- Verify ownership before respawning
|
||||
MySQL.query('SELECT * FROM player_vehicles WHERE plate = ? AND citizenid = ?', {plate, Player.PlayerData.citizenid}, function(result)
|
||||
if not result or #result == 0 then
|
||||
Debug("Player does not own vehicle: " .. plate)
|
||||
return
|
||||
end
|
||||
|
||||
if not vehicles[plate] then
|
||||
Debug("Fahrzeug nicht in Datenbank: " .. plate)
|
||||
return
|
||||
end
|
||||
|
||||
-- Check if vehicle is in garage
|
||||
if result[1].state == 1 then
|
||||
Debug("Fahrzeug ist in der Garage, nicht respawnen: " .. plate)
|
||||
|
||||
-- Remove from Anti-Despawn database
|
||||
vehicles[plate] = nil
|
||||
MySQL.query("DELETE FROM vehicle_antidespawn WHERE plate = ?", {plate})
|
||||
return
|
||||
end
|
||||
|
||||
-- Send spawn event back to client
|
||||
TriggerClientEvent('antidespawn:client:spawnVehicle', src, {
|
||||
plate = plate,
|
||||
model = vehicles[plate].model,
|
||||
coords = vehicles[plate].coords,
|
||||
heading = vehicles[plate].heading,
|
||||
fuel = vehicles[plate].fuel,
|
||||
mods = vehicles[plate].mods
|
||||
})
|
||||
|
||||
Debug("Fahrzeug Respawn angefordert: " .. plate)
|
||||
end)
|
||||
end)
|
||||
|
||||
|
||||
|
||||
|
||||
-- Befehl zum Leeren der Datenbank
|
||||
RegisterCommand('clearalldespawn', function(source, args, rawCommand)
|
||||
if source == 0 then -- Nur über Konsole ausführbar
|
||||
|
@ -505,5 +529,24 @@ RegisterCommand('clearalldespawn', function(source, args, rawCommand)
|
|||
Debug("Alle Fahrzeuge aus der Datenbank entfernt.")
|
||||
end
|
||||
end, true)
|
||||
|
||||
|
||||
-- Debug command to check active spawns
|
||||
RegisterCommand('activespawns', function(source, args, rawCommand)
|
||||
if source == 0 then -- Nur über Konsole ausführbar
|
||||
local count = 0
|
||||
for plate, _ in pairs(activeSpawns) do
|
||||
Debug("Active spawn: " .. plate)
|
||||
count = count + 1
|
||||
end
|
||||
Debug("Total active spawns: " .. count)
|
||||
end
|
||||
end, true)
|
||||
|
||||
-- Clean up when resource stops
|
||||
AddEventHandler('onResourceStop', function(resourceName)
|
||||
if resourceName == GetCurrentResourceName() then
|
||||
Debug("Resource stopping, clearing all data")
|
||||
vehicles = {}
|
||||
activeSpawns = {}
|
||||
end
|
||||
end)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue