Registered jobs are third party callbacks and were invoked bare. An error inside
one propagates out of OnTime into Tick, so Tick never reaches its
SetTimeout(60000, Tick) at the end and nothing ever reschedules it. From that
moment cron is dead for every resource on the server - paychecks, cleanups,
anything registered through cron:runAt - until a restart. The operator sees one
stack trace and then silence.
Wrapping the callback keeps the loop and the reschedule intact, and names the job
that failed.
Simulated the scheduler chain in standalone Lua with three jobs where the first
raises: before, the tick died before SetTimeout and the two later jobs never ran
again; after, the failure is reported and both later jobs fire.
TranslateCap returned the result of gsub directly, and gsub returns the string
plus the number of substitutions. Whenever TranslateCap is the last argument of
a call, that count is passed along as an extra argument.
The common case is showNotification(msg, notifyType, ...), which is called with
just the message in about 49 places in the core. Those all pass notifyType = 1
instead of nil, so the notification is rendered with a numeric type rather than
the intended default. 71 call sites in total have TranslateCap in trailing
position.
Wrapping the call in parentheses truncates it to one value. The string itself is
unchanged, and nothing reads the second value.
Three small logic bugs in the shared helpers, each verified with a standalone Lua
run.
isArray returned true for sparse tables like {[1]=1,[3]=3}: the in-loop
`count > maxIndex` check can never fire (with positive integer keys count is always
<= maxIndex), so it was dead code. Dropped it and return `count == maxIndex`, which
is false for gaps and still true for a dense sequence or an empty table.
toPascal lowercased the letters after an underscore: `[%w_]*` swallowed the
underscore and the next word into the part that gets lowercased, so "hello_world"
became "Helloworld". Excluding the underscore from that class leaves each word to be
capitalised, then the trailing gsub removes the underscores -> "HelloWorld".
replace escaped the pattern but not the replacement, so a "%" in the replacement
raised "invalid use of '%' in replacement string" and "%1" style sequences expanded
captures. Escape "%" in a string replacement; a function or table replacement is
left untouched.
The quantity dialog resolved its promise with nil on an invalid amount, so the
give/remove had already aborted by the time the player typed a valid value. The
dialog stayed open and a corrected amount did nothing.
Dropping the early resolve leaves the promise pending, so the same open dialog
accepts the retry and drops/gives the item. Cancel still resolves nil.
Tested on artifact 25770: entered an over-count amount, got "invalid amount",
corrected to a valid amount. Before, nothing happened; after, the item was
dropped.
Deleting a character runs one DELETE per table that has an identifier/owner
column, all in a single transaction. Only users.identifier is indexed; the other
core tables (billing, owned_vehicles, user_licenses, society_moneywash,
addon_account_data, addon_inventory_items, datastore_data) have no usable index on
the delete column, so each DELETE is a full table scan and they all hold locks at
once.
Measured on 200k rows per table (MariaDB 12.3.2): the transaction went from about
1573 ms to about 22 ms once the seven columns are indexed, EXPLAIN going from
type=ALL scanning ~200k rows to a single-row index lookup per table. The addon and
datastore tables were the worst because their composite indexes do not lead with
the delete column, so they cannot serve WHERE owner = ?.
Adds the indexes to legacy.sql for fresh installs and a migration for existing
databases. The migration checks INFORMATION_SCHEMA for an index that leads with the
column (SEQ_IN_INDEX = 1) and only creates one where it is missing, so it is a no-op
on databases that already have it and re-running is guarded by the migration key.
Core.SavePlayer already refuses to save a player whose spawned flag is not set,
because an unspawned player has no server-side ped and getCoords/health return
0,0,0 / 0. Core.SavePlayers, the bulk autosave that runs every few minutes and on
restart/shutdown, had no such guard and saved every player in ESX.Players.
A player still in the load or character-selection window when the autosave fires
gets their row overwritten with position 0,0,0 and health 0. On the next load the
default-spawn fallback does not kick in, since a decoded {"x":0.0,...} is truthy,
so they spawn at the world origin, and with SaveDeathStatus on, dead.
Guard the loop with the same spawned check, and skip the query entirely when no
spawned player remains.
Tested on artifact 25770: forced a connected player to spawned=false and ran
saveall. Before, the player's row was overwritten (the save ran); after, the row
was left untouched and no save was issued.
xLib.name was "xLib", which is not a resource, so the import metatable fed it to LoadResourceFile and resolved nothing. It failed silently on Legacy and hard-errored on Enhanced (Resource 'xLib' not found). Point it at the real resource name.
xLib.isEnhanced() returns whether the game runs GTA V Enhanced (server: gamename convar, client: IsGameEnhancedVersion native). es_extended reads it once and requires OneSync Infinity on Legacy only, since Enhanced runs OneSync natively.
Adds xLib.pubsub for server-driven topic multicast: a producer resource
subscribes players to a topic server-side and publishes data that is pushed
only to the subscribed players. Clients listen with xLib.pubsub.on and never
subscribe or publish themselves.
The subscription registry is a single shared instance in the esx_lib server VM,
reached cross-resource through exports; the client side is a per-VM listener
over one net event. Subscriptions are cleaned up on playerDropped, so a reused
serverId never inherits them, and on the owning resource stopping.
Also adds xLib.triggerClientEvent, which packs the payload once when sending to
many players; publish uses it so a broadcast to N subscribers serialises once.
Adds a generic xLib.cache (ped, vehicle, seat, weapon, coords) modelled on
ox_lib cache and framework agnostic, and rewires es_extended to source ped and
weapon from it which removes the per-frame ped poll. The vehicle enter/exit
state machine and every esx: event are kept unchanged through a thin glue.
Moved getPlayersInArea / getClosestPlayer / getPedsInArea / getObjectsInArea /
getVehiclesInArea / getClosestPed / getClosestObject / getClosestVehicle to
xLib; es_extended re-exposes them through server compat shims.
Flagged: getNearbyPlayers iterates ESX.Players (es_extended server state),
which is not portable across the lib boundary - the lib relies on that global
being present at call time.
Integrated fix during the move:
- spawnVehicle uses the computed isNetworked for the network-id/migrate guard,
fixing the original that branched on the raw networked argument
modSmokeEnabled preserved as-is in get/setVehicleProperties (flagged: the set
path toggles mod 20 without applying a smoke color, matching legacy behavior).
Non-portable substitution documented:
- ESX.PlayerData.ped -> PlayerPedId() (ESX.PlayerData is not available in the lib VM)
Integrated fixes during the move:
- monotonic handle counter (handleCount) instead of count+1; no handle
collision after a point is removed
- unified single proximity loop: per-frame inside() plus a 500ms enter/leave
scan, adaptive Wait(next(insidePoints) and 0 or 500), replacing the previous
two separate loops
- emptiness detected via next() instead of # on a sparse-keyed table
Non-portable substitutions documented:
- ESX.PlayerData.ped -> PlayerPedId() (ESX.PlayerData is not available in the
lib VM)
- GetGameTimer() used to gate the 500ms scan within the single loop