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Nordi98 2025-08-07 13:35:00 +02:00
parent 950ae04a0f
commit d5aace907a
2 changed files with 132 additions and 184 deletions

View file

@ -385,43 +385,31 @@ CreateThread(function()
-- 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
if DoesPlayerOwnVehicle(plate) then
-- Check if maximum tracked vehicles limit is reached
local maxTrackedVehicles = 100 -- Adjust as needed
if tableLength(trackedVehicles) >= maxTrackedVehicles then
Debug("Maximum number of tracked vehicles reached")
else
trackedVehicles[plate] = currentVehicle
-- Track all vehicles, regardless of ownership
trackedVehicles[plate] = currentVehicle
-- Speichere letzte bekannte Position
lastKnownCoords[plate] = GetEntityCoords(currentVehicle)
-- Speichere letzte bekannte Position
lastKnownCoords[plate] = GetEntityCoords(currentVehicle)
-- Sofort starke Despawn-Verhinderung
PreventDespawn(currentVehicle)
-- Sofort starke Despawn-Verhinderung
PreventDespawn(currentVehicle)
Debug("Fahrzeug wird nun getrackt: " .. plate)
Debug("Fahrzeug wird nun getrackt: " .. plate)
-- Hole Fahrzeugmods
local vehicleMods = GetVehicleMods(currentVehicle)
-- Hole Fahrzeugmods
local vehicleMods = GetVehicleMods(currentVehicle)
-- Registriere Fahrzeug beim Server
local vehicleCoords = GetEntityCoords(currentVehicle)
local vehicleHeading = GetEntityHeading(currentVehicle)
local vehicleModel = GetEntityModel(currentVehicle)
-- Registriere Fahrzeug beim Server
local vehicleCoords = GetEntityCoords(currentVehicle)
local vehicleHeading = GetEntityHeading(currentVehicle)
local vehicleModel = GetEntityModel(currentVehicle)
TriggerServerEvent('antidespawn:server:registerVehicle', plate, vehicleModel, vehicleCoords, vehicleHeading, vehicleMods)
end
else
Debug("Fahrzeug gehört nicht dem Spieler, wird nicht getrackt: " .. plate)
end
TriggerServerEvent('antidespawn:server:registerVehicle', plate, vehicleModel, vehicleCoords, vehicleHeading, vehicleMods)
end
end
end
@ -568,11 +556,8 @@ 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
-- Allow spawning of all vehicles, not just owned ones
-- No ownership check here
-- Konvertiere Modell zu Hash wenn nötig
local modelHash = data.model
@ -767,24 +752,20 @@ RegisterCommand('fixvehicle', function()
-- 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)
-- Track all vehicles, regardless of ownership
PreventDespawn(vehicle)
trackedVehicles[plate] = vehicle
lastKnownCoords[plate] = GetEntityCoords(vehicle)
-- Registriere Fahrzeug beim Server
local vehicleCoords = GetEntityCoords(vehicle)
local vehicleHeading = GetEntityHeading(vehicle)
local vehicleModel = GetEntityModel(vehicle)
local vehicleMods = GetVehicleMods(vehicle)
-- Registriere Fahrzeug beim Server
local vehicleCoords = GetEntityCoords(vehicle)
local vehicleHeading = GetEntityHeading(vehicle)
local vehicleModel = GetEntityModel(vehicle)
local vehicleMods = GetVehicleMods(vehicle)
TriggerServerEvent('antidespawn:server:registerVehicle', plate, vehicleModel, vehicleCoords, vehicleHeading, vehicleMods)
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
Debug("Anti-Despawn für Fahrzeug aktiviert: " .. plate)
else
Debug("Fahrzeug wird gerade in Garage gestellt, kann nicht fixiert werden: " .. plate)
end
@ -854,5 +835,3 @@ RegisterCommand('clearownership', function()
Debug("Cleared vehicle ownership cache")
end, false)

View file

@ -22,6 +22,15 @@ CreateThread(function()
MySQL.query("ALTER TABLE vehicle_antidespawn ADD COLUMN mods LONGTEXT DEFAULT NULL", {})
end
end)
-- Prüfe ob das owner-Feld existiert
MySQL.query("SHOW COLUMNS FROM vehicle_antidespawn LIKE 'owner'", {}, function(columns)
if columns and #columns == 0 then
-- owner-Feld existiert nicht, füge es hinzu
Debug("Füge owner-Feld zur Tabelle hinzu...")
MySQL.query("ALTER TABLE vehicle_antidespawn ADD COLUMN owner VARCHAR(50) DEFAULT NULL", {})
end
end)
else
-- Tabelle existiert nicht, erstelle sie
Debug("Erstelle Datenbank-Tabelle...")
@ -34,6 +43,7 @@ CreateThread(function()
`heading` float NOT NULL,
`fuel` int(11) DEFAULT 100,
`mods` longtext DEFAULT NULL,
`owner` varchar(50) DEFAULT NULL,
`last_updated` timestamp DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP,
PRIMARY KEY (`id`),
UNIQUE KEY `plate` (`plate`)
@ -59,6 +69,7 @@ CreateThread(function()
heading = vehicle.heading,
fuel = vehicle.fuel,
mods = vehicle.mods and json.decode(vehicle.mods) or nil,
owner = vehicle.owner,
last_updated = vehicle.last_updated
}
end
@ -82,41 +93,29 @@ RegisterNetEvent('antidespawn:server:checkVehicleOwnership', function(plate)
end)
end)
-- Enhanced anti-duplication for vehicle registration
-- Register a vehicle (track all vehicles, regardless of 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
-- Check if vehicle exists in player_vehicles (any player)
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
local ownerId = nil
for _, veh in ipairs(result) do
if veh.state == 1 then
inGarage = true
break
end
ownerId = veh.citizenid -- Store the owner ID
end
if inGarage then
@ -138,23 +137,25 @@ RegisterNetEvent('antidespawn:server:registerVehicle', function(plate, model, co
heading = heading,
fuel = 100,
mods = mods,
owner = ownerId,
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", {
MySQL.query("INSERT INTO vehicle_antidespawn (plate, model, coords, heading, fuel, mods, owner) VALUES (?, ?, ?, ?, ?, ?, ?) ON DUPLICATE KEY UPDATE coords = VALUES(coords), heading = VALUES(heading), mods = VALUES(mods), owner = VALUES(owner), last_updated = CURRENT_TIMESTAMP", {
plate,
tostring(model),
json.encode(coords),
heading,
100,
json.encode(mods)
json.encode(mods),
ownerId
})
Debug("Fahrzeug registriert: " .. plate .. " (Modell: " .. tostring(model) .. ")")
Debug("Fahrzeug registriert: " .. plate .. " (Modell: " .. tostring(model) .. ", Besitzer: " .. tostring(ownerId) .. ")")
end)
end)
-- Aktualisiere ein Fahrzeug
-- Update a vehicle
RegisterNetEvent('antidespawn:server:updateVehicle', function(plate, coords, heading, mods)
local src = source
local Player = QBCore.Functions.GetPlayer(src)
@ -162,27 +163,13 @@ RegisterNetEvent('antidespawn:server:updateVehicle', function(plate, coords, hea
if not Player then return end
if not vehicles[plate] then return end
-- Verify ownership before updating
-- Check if vehicle exists in player_vehicles (any player)
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
@ -218,7 +205,7 @@ RegisterNetEvent('antidespawn:server:updateVehicle', function(plate, coords, hea
end)
end)
-- Entferne ein Fahrzeug
-- Remove a vehicle
RegisterNetEvent('antidespawn:server:removeVehicle', function(plate)
local src = source
if not vehicles[plate] then return end
@ -232,7 +219,7 @@ RegisterNetEvent('antidespawn:server:removeVehicle', function(plate)
Debug("Fahrzeug entfernt: " .. plate)
end)
-- Enhanced anti-duplication for vehicle respawning
-- Respawn a vehicle (allow respawning any tracked vehicle)
RegisterNetEvent('antidespawn:server:respawnVehicle', function(plate)
local src = source
local Player = QBCore.Functions.GetPlayer(src)
@ -253,7 +240,7 @@ RegisterNetEvent('antidespawn:server:respawnVehicle', function(plate)
activeSpawns[plate] = nil
end)
-- Verify ownership before respawning
-- Check if vehicle exists in database (any player)
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)
@ -261,21 +248,6 @@ RegisterNetEvent('antidespawn:server:respawnVehicle', function(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)
activeSpawns[plate] = nil
return
end
if not vehicles[plate] then
Debug("Fahrzeug nicht in Datenbank: " .. plate)
activeSpawns[plate] = nil
@ -311,11 +283,11 @@ RegisterNetEvent('antidespawn:server:respawnVehicle', function(plate)
mods = vehicles[plate].mods
})
Debug("Fahrzeug Respawn angefordert: " .. plate)
Debug("Fahrzeug Respawn angefordert: " .. plate .. " (Besitzer: " .. tostring(vehicles[plate].owner) .. ")")
end)
end)
-- Lade Fahrzeuge für einen Spieler
-- Load vehicles for a player (load all vehicles in range, not just owned ones)
RegisterNetEvent('antidespawn:server:loadVehicles', function()
local src = source
local Player = QBCore.Functions.GetPlayer(src)
@ -331,83 +303,79 @@ 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
-- 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)
-- Load all vehicles in the database, not just owned ones
for plate, vehicle in pairs(vehicles) do
-- Check if vehicle is in garage by querying the database
MySQL.query('SELECT * FROM player_vehicles WHERE plate = ?', {plate}, function(result)
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
::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)
-- 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
Debug("Fahrzeugladung abgeschlossen. " .. loadedCount .. " Fahrzeuge geladen.")
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
-- 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)
@ -462,7 +430,8 @@ RegisterCommand('listvehicles', function(source, args, rawCommand)
local count = 0
for plate, vehicle in pairs(vehicles) do
Debug(plate .. " - Modell: " .. tostring(vehicle.model) .. " - Position: " ..
tostring(vehicle.coords.x) .. ", " .. tostring(vehicle.coords.y) .. ", " .. tostring(vehicle.coords.z))
tostring(vehicle.coords.x) .. ", " .. tostring(vehicle.coords.y) .. ", " .. tostring(vehicle.coords.z) ..
" - Besitzer: " .. tostring(vehicle.owner))
count = count + 1
end
Debug("Insgesamt " .. count .. " Fahrzeuge gespeichert.")