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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

View file

@ -2,6 +2,8 @@ local QBCore = exports['qb-core']:GetCoreObject()
local trackedVehicles = {}
local lastKnownCoords = {}
local garagePending = {} -- Fahrzeuge, die gerade in die Garage gestellt werden
local spawnedVehicles = {} -- Track recently spawned vehicles to prevent duplication
local vehicleOwnership = {} -- Cache vehicle ownership status
-- Helper function to count table entries
function tableLength(T)
@ -17,40 +19,67 @@ local function Debug(msg)
end
end
-- Extrem starke Anti-Despawn Funktion
-- IMPORTANT: Move this function definition to the top, before it's called
local function PreventDespawn(vehicle)
if not DoesEntityExist(vehicle) then return false end
-- Grundlegende Persistenz
SetEntityAsMissionEntity(vehicle, true, true)
SetVehicleHasBeenOwnedByPlayer(vehicle, true)
SetVehicleNeedsToBeHotwired(vehicle, false)
-- Zusätzliche Flags
SetEntityLoadCollisionFlag(vehicle, true)
SetVehicleIsStolen(vehicle, false)
SetVehicleIsWanted(vehicle, false)
-- Verhindere dass das Fahrzeug als "abandoned" markiert wird
if DecorIsRegisteredAsType("IgnoredByQuickSave", 2) then
DecorSetBool(vehicle, "IgnoredByQuickSave", false)
end
-- Setze Fahrzeug auf Boden
SetVehicleOnGroundProperly(vehicle)
-- Verhindere dass das Fahrzeug gelöscht wird
NetworkRegisterEntityAsNetworked(vehicle)
local netID = NetworkGetNetworkIdFromEntity(vehicle)
SetNetworkIdExistsOnAllMachines(netID, true)
SetNetworkIdCanMigrate(netID, true)
-- Anti-Duplication: Check if a vehicle with this plate already exists in the world
local function DoesVehicleExistInWorld(plate)
local vehicles = GetGamePool('CVehicle')
local count = 0
for _, vehicle in pairs(vehicles) do
local vehPlate = QBCore.Functions.GetPlate(vehicle)
if vehPlate == plate then
count = count + 1
if count > 1 then
-- More than one vehicle with this plate exists!
Debug("DUPLICATION DETECTED: Multiple vehicles with plate " .. plate .. " exist!")
return true
end
end
end
-- Function to check if player owns the vehicle
return false
end
-- Anti-Duplication: Check if vehicle was recently spawned
local function WasVehicleRecentlySpawned(plate)
if spawnedVehicles[plate] then
local timeSinceSpawn = GetGameTimer() - spawnedVehicles[plate]
if timeSinceSpawn < 60000 then -- 60 seconds cooldown
Debug("Anti-Dupe: Vehicle " .. plate .. " was recently spawned (" .. math.floor(timeSinceSpawn/1000) .. " seconds ago)")
return true
else
-- Reset the timer if it's been more than 60 seconds
spawnedVehicles[plate] = nil
end
end
return false
end
-- Anti-Duplication: Mark vehicle as recently spawned
local function MarkVehicleAsSpawned(plate)
spawnedVehicles[plate] = GetGameTimer()
Debug("Anti-Dupe: Marked vehicle " .. plate .. " as recently spawned")
-- Clean up old entries every 5 minutes
SetTimeout(300000, function()
for p, time in pairs(spawnedVehicles) do
if GetGameTimer() - time > 300000 then -- 5 minutes
spawnedVehicles[p] = nil
end
end
end)
end
-- Function to check if player owns the vehicle with caching
local function DoesPlayerOwnVehicle(plate)
-- Check cache first
if vehicleOwnership[plate] ~= nil then
-- Cache expires after 5 minutes
local timeSinceCheck = GetGameTimer() - vehicleOwnership[plate].timestamp
if timeSinceCheck < 300000 then -- 5 minutes
return vehicleOwnership[plate].owned
end
end
local playerData = QBCore.Functions.GetPlayerData()
if not playerData then return false end
@ -61,10 +90,14 @@ local function DoesPlayerOwnVehicle(plate)
TriggerServerEvent('antidespawn:server:checkVehicleOwnership', plate)
-- Register one-time event handler for the response
RegisterNetEvent('antidespawn:client:vehicleOwnershipResult')
local eventHandler = AddEventHandler('antidespawn:client:vehicleOwnershipResult', function(result, checkPlate)
if plate == checkPlate then
isOwned = result
-- Cache the result
vehicleOwnership[plate] = {
owned = result,
timestamp = GetGameTimer()
}
end
end)
@ -102,6 +135,37 @@ local function IsVehicleClassAllowed(vehicle)
return false
end
-- Extrem starke Anti-Despawn Funktion
local function PreventDespawn(vehicle)
if not DoesEntityExist(vehicle) then return false end
-- Grundlegende Persistenz
SetEntityAsMissionEntity(vehicle, true, true)
SetVehicleHasBeenOwnedByPlayer(vehicle, true)
SetVehicleNeedsToBeHotwired(vehicle, false)
-- Zusätzliche Flags
SetEntityLoadCollisionFlag(vehicle, true)
SetVehicleIsStolen(vehicle, false)
SetVehicleIsWanted(vehicle, false)
-- Verhindere dass das Fahrzeug als "abandoned" markiert wird
if DecorIsRegisteredAsType("IgnoredByQuickSave", 2) then
DecorSetBool(vehicle, "IgnoredByQuickSave", false)
end
-- Setze Fahrzeug auf Boden
SetVehicleOnGroundProperly(vehicle)
-- Verhindere dass das Fahrzeug gelöscht wird
NetworkRegisterEntityAsNetworked(vehicle)
local netID = NetworkGetNetworkIdFromEntity(vehicle)
SetNetworkIdExistsOnAllMachines(netID, true)
SetNetworkIdCanMigrate(netID, true)
return true
end
-- Funktion um Fahrzeugmods zu erhalten
local function GetVehicleMods(vehicle)
local mods = {}
@ -301,8 +365,6 @@ function GetVehicleByPlate(plate)
return nil
end
-- AFTER ALL FUNCTIONS ARE DEFINED, THEN ADD EVENT HANDLERS AND THREADS
-- Event Handler für Fahrzeug betreten (nur Fahrersitz)
CreateThread(function()
while true do
@ -320,6 +382,14 @@ CreateThread(function()
if driver == playerPed and IsVehicleClassAllowed(currentVehicle) then
local plate = QBCore.Functions.GetPlate(currentVehicle)
-- Anti-Duplication: Check if this plate already exists multiple times
if DoesVehicleExistInWorld(plate) then
Debug("Anti-Dupe: Detected duplicate vehicle with plate " .. plate .. ", not tracking")
-- Optionally, you could delete the duplicate here
-- DeleteEntity(currentVehicle)
goto continue
end
-- Check if this vehicle is already being tracked
if not trackedVehicles[plate] and not garagePending[plate] then
-- Check if player owns this vehicle
@ -328,7 +398,6 @@ CreateThread(function()
local maxTrackedVehicles = 100 -- Adjust as needed
if tableLength(trackedVehicles) >= maxTrackedVehicles then
Debug("Maximum number of tracked vehicles reached")
-- You could implement logic to remove the oldest vehicle here
else
trackedVehicles[plate] = currentVehicle
@ -356,12 +425,10 @@ CreateThread(function()
end
end
end
::continue::
end
end)
-- Rest of your code (threads, event handlers, etc.)
-- Kontinuierliche Despawn-Verhinderung für alle getrackten Fahrzeuge
CreateThread(function()
while true do
@ -371,6 +438,15 @@ CreateThread(function()
local playerPos = GetEntityCoords(playerPed)
for plate, vehicle in pairs(trackedVehicles) do
-- Anti-Duplication: Check if multiple vehicles with this plate exist
if DoesVehicleExistInWorld(plate) then
Debug("Anti-Dupe: Detected duplicate during tracking for plate " .. plate .. ", removing from tracking")
trackedVehicles[plate] = nil
lastKnownCoords[plate] = nil
TriggerServerEvent('antidespawn:server:removeVehicle', plate)
goto continue
end
-- Prüfe ob Fahrzeug gerade in die Garage gestellt wird
if garagePending[plate] then
Debug("Fahrzeug wird gerade in Garage gestellt, entferne aus Tracking: " .. plate)
@ -406,6 +482,14 @@ CreateThread(function()
else
Debug("Fahrzeug existiert nicht mehr: " .. plate)
-- Anti-Duplication: Check if vehicle was recently spawned before respawning
if WasVehicleRecentlySpawned(plate) then
Debug("Anti-Dupe: Not respawning recently spawned vehicle: " .. plate)
trackedVehicles[plate] = nil
lastKnownCoords[plate] = nil
goto continue
end
-- Versuche Fahrzeug wiederherzustellen, aber nur wenn es nicht in die Garage gestellt wird
if lastKnownCoords[plate] and not garagePending[plate] then
Debug("Versuche Fahrzeug wiederherzustellen: " .. plate)
@ -420,6 +504,7 @@ CreateThread(function()
lastKnownCoords[plate] = nil
end
end
::continue::
end
end
end)
@ -461,6 +546,12 @@ end)
RegisterNetEvent('antidespawn:client:spawnVehicle', function(data)
Debug("Spawne Fahrzeug: " .. data.plate)
-- Anti-Duplication: Check if vehicle was recently spawned
if WasVehicleRecentlySpawned(data.plate) then
Debug("Anti-Dupe: Blocking respawn of recently spawned vehicle: " .. data.plate)
return
end
-- Prüfe ob Fahrzeug bereits existiert
local existingVehicle = GetVehicleByPlate(data.plate)
if existingVehicle then
@ -477,6 +568,12 @@ RegisterNetEvent('antidespawn:client:spawnVehicle', function(data)
return
end
-- Anti-Duplication: Check if player owns this vehicle
if not DoesPlayerOwnVehicle(data.plate) then
Debug("Anti-Dupe: Player does not own vehicle, not spawning: " .. data.plate)
return
end
-- Konvertiere Modell zu Hash wenn nötig
local modelHash = data.model
if type(modelHash) == "string" then
@ -508,6 +605,13 @@ RegisterNetEvent('antidespawn:client:spawnVehicle', function(data)
if HasModelLoaded(modelHash) then
Debug("Modell geladen, erstelle Fahrzeug...")
-- Anti-Duplication: Final check before spawning
if GetVehicleByPlate(data.plate) then
Debug("Anti-Dupe: Vehicle with plate " .. data.plate .. " appeared during model loading, aborting spawn")
SetModelAsNoLongerNeeded(modelHash)
return
end
-- Verwende CREATE_AUTOMOBILE für bessere Persistenz
local vehicle
@ -522,6 +626,9 @@ RegisterNetEvent('antidespawn:client:spawnVehicle', function(data)
end
if DoesEntityExist(vehicle) then
-- Anti-Duplication: Mark as recently spawned
MarkVehicleAsSpawned(data.plate)
-- Warte bis Fahrzeug vollständig geladen ist
Wait(500)
@ -560,17 +667,6 @@ RegisterNetEvent('antidespawn:client:spawnVehicle', function(data)
end
end)
-- Hilfsfunktion um Fahrzeug anhand Kennzeichen zu finden
function GetVehicleByPlate(plate)
local vehicles = GetGamePool('CVehicle')
for _, vehicle in pairs(vehicles) do
if QBCore.Functions.GetPlate(vehicle) == plate then
return vehicle
end
end
return nil
end
-- Event für Garage Store (wird ausgelöst, wenn der Spieler ein Fahrzeug in die Garage stellen will)
RegisterNetEvent('jg-advancedgarages:client:store-vehicle', function(garageId, garageVehicleType)
local playerPed = PlayerPedId()
@ -663,8 +759,16 @@ RegisterCommand('fixvehicle', function()
if vehicle ~= 0 then
local plate = QBCore.Functions.GetPlate(vehicle)
-- Anti-Duplication: Check if this plate already exists multiple times
if DoesVehicleExistInWorld(plate) then
Debug("Anti-Dupe: Detected duplicate vehicle with plate " .. plate .. ", not fixing")
return
end
-- Prüfe ob Fahrzeug gerade in die Garage gestellt wird
if not garagePending[plate] then
-- Check if player owns this vehicle
if DoesPlayerOwnVehicle(plate) then
PreventDespawn(vehicle)
trackedVehicles[plate] = vehicle
lastKnownCoords[plate] = GetEntityCoords(vehicle)
@ -678,6 +782,9 @@ RegisterCommand('fixvehicle', function()
TriggerServerEvent('antidespawn:server:registerVehicle', plate, vehicleModel, vehicleCoords, vehicleHeading, vehicleMods)
Debug("Anti-Despawn für Fahrzeug aktiviert: " .. plate)
else
Debug("Fahrzeug gehört nicht dem Spieler, kann nicht fixiert werden: " .. plate)
end
else
Debug("Fahrzeug wird gerade in Garage gestellt, kann nicht fixiert werden: " .. plate)
end
@ -686,11 +793,66 @@ RegisterCommand('fixvehicle', function()
end
end, false)
-- Server-side event handler for ownership verification
RegisterNetEvent('antidespawn:client:vehicleOwnershipResult', function(result, plate)
-- This event is handled by the DoesPlayerOwnVehicle function
end)
-- Clean up resources when script stops
AddEventHandler('onResourceStop', function(resourceName)
if resourceName == GetCurrentResourceName() then
Debug("Resource stopping, clearing all data")
trackedVehicles = {}
lastKnownCoords = {}
garagePending = {}
spawnedVehicles = {}
vehicleOwnership = {}
end
end)
-- Debug command to check vehicle duplication
RegisterCommand('checkdupes', function()
local vehicles = GetGamePool('CVehicle')
local plates = {}
local dupes = {}
for _, vehicle in pairs(vehicles) do
local plate = QBCore.Functions.GetPlate(vehicle)
if plates[plate] then
if not dupes[plate] then
dupes[plate] = 2
else
dupes[plate] = dupes[plate] + 1
end
else
plates[plate] = true
end
end
local dupeCount = 0
for plate, count in pairs(dupes) do
Debug("Duplicate found: " .. plate .. " (Count: " .. count .. ")")
dupeCount = dupeCount + 1
end
if dupeCount == 0 then
Debug("No duplicate vehicles found")
else
Debug("Found " .. dupeCount .. " duplicate vehicles")
end
end, false)
-- Debug command to clear recently spawned vehicles list
RegisterCommand('clearspawned', function()
spawnedVehicles = {}
Debug("Cleared recently spawned vehicles list")
end, false)
-- Debug command to clear ownership cache
RegisterCommand('clearownership', function()
vehicleOwnership = {}
Debug("Cleared vehicle ownership cache")
end, false)

View file

@ -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
RegisterNetEvent('antidespawn:server:registerVehicle', function(plate, model, coords, heading, mods)
-- Check if a player owns a vehicle
RegisterNetEvent('antidespawn:server:checkVehicleOwnership', function(plate)
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")
if not Player then
TriggerClientEvent('antidespawn:client:vehicleOwnershipResult', src, false, plate)
return
end
-- Stelle sicher, dass das Modell als Zahl gespeichert wird
if type(model) == "string" then
model = tonumber(model) or model
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 Player then return end
-- 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
-- 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
-- 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 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
-- 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
-- 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
-- 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
-- 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)
-- Entferne aus Anti-Despawn Datenbank
-- Remove from Anti-Despawn database
vehicles[plate] = nil
MySQL.query("DELETE FROM vehicle_antidespawn WHERE plate = ?", {
plate
})
MySQL.query("DELETE FROM vehicle_antidespawn WHERE plate = ?", {plate})
activeSpawns[plate] = nil
return
end
-- Sende Spawn-Event zurück an den Client
-- Send spawn event back to client
TriggerClientEvent('antidespawn:client:spawnVehicle', src, {
plate = plate,
model = vehicles[plate].model,
@ -212,34 +331,30 @@ RegisterNetEvent('antidespawn:server:loadVehicles', function()
local loadedCount = 0
local vehiclesToLoad = {}
-- 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
-- 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
-- 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
-- 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)
-- Entferne aus Anti-Despawn Datenbank
-- Remove from Anti-Despawn database
vehicles[plate] = nil
MySQL.query("DELETE FROM vehicle_antidespawn WHERE plate = ?", {plate})
return
goto continue
end
-- Lade nur Fahrzeuge in der Nähe des Spielers
@ -263,19 +378,38 @@ RegisterNetEvent('antidespawn:server:loadVehicles', function()
loadedCount = loadedCount + 1
end
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)
-- Cleanup alte Einträge (älter als 24 Stunden)
CreateThread(function()
@ -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
@ -506,4 +530,23 @@ RegisterCommand('clearalldespawn', function(source, args, rawCommand)
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)