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Nordi98 2025-08-07 13:21:12 +02:00
parent b1ab09bb49
commit 950ae04a0f
2 changed files with 469 additions and 264 deletions

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@ -1,5 +1,6 @@
local QBCore = exports['qb-core']:GetCoreObject()
local vehicles = {}
local activeSpawns = {} -- Track active spawn requests to prevent duplicates
-- Debug Funktion
local function Debug(msg)
@ -65,26 +66,63 @@ CreateThread(function()
end)
end)
-- Registriere ein Fahrzeug
-- 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
TriggerClientEvent('antidespawn:client:vehicleOwnershipResult', src, false, plate)
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)
-- Enhanced anti-duplication for vehicle registration
RegisterNetEvent('antidespawn:server:registerVehicle', function(plate, model, coords, heading, mods)
local src = source
local Player = QBCore.Functions.GetPlayer(src)
if not plate or not model or not coords then
Debug("Ungültige Daten beim Registrieren eines Fahrzeugs")
return
end
if not Player then return end
-- 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)