Run paychecks in async thread and fix society check

Move the paycheck loop into a CreateThread to avoid blocking the main thread and prevent paychecks from stopping. Add a nil guard for Player and keep existing payment lookup logic. Tighten society payroll logic: check the society account balance before removing funds and still pay employees if the account is zero, avoiding duplicate AddMoney/Notify branches. Add a short Wait(50) between player iterations to yield. Preserve the existing SetTimeout scheduling for the next paycheck run.
This commit is contained in:
Kakarot
2026-04-20 18:58:05 -05:00
parent 6dbbfed6c7
commit 17da7688f0
+22 -18
View File
@@ -405,31 +405,35 @@ function PaycheckInterval()
SetTimeout(QBCore.Config.Money.PayCheckTimeOut * (60 * 1000), PaycheckInterval) -- Prevent paychecks from stopping forever once 0 players SetTimeout(QBCore.Config.Money.PayCheckTimeOut * (60 * 1000), PaycheckInterval) -- Prevent paychecks from stopping forever once 0 players
return return
end end
for _, Player in pairs(QBCore.Players) do CreateThread(function()
if not Player then return end for _, Player in pairs(QBCore.Players) do
local payment = QBShared.Jobs[Player.PlayerData.job.name]['grades'][tostring(Player.PlayerData.job.grade.level)].payment if Player then
if not payment then payment = Player.PlayerData.job.payment end local payment = QBShared.Jobs[Player.PlayerData.job.name]['grades'][tostring(Player.PlayerData.job.grade.level)].payment
if Player.PlayerData.job and payment > 0 and (QBShared.Jobs[Player.PlayerData.job.name].offDutyPay or Player.PlayerData.job.onduty) then if not payment then payment = Player.PlayerData.job.payment end
if QBCore.Config.Money.PayCheckSociety then if Player.PlayerData.job and payment > 0 and (QBShared.Jobs[Player.PlayerData.job.name].offDutyPay or Player.PlayerData.job.onduty) then
local account = exports['qb-banking']:GetAccountBalance(Player.PlayerData.job.name) if QBCore.Config.Money.PayCheckSociety then
if account ~= 0 then local account = exports['qb-banking']:GetAccountBalance(Player.PlayerData.job.name)
if account < payment then if account ~= 0 then
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('error.company_too_poor'), 'error') if account < payment then
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('error.company_too_poor'), 'error')
else
Player.Functions.AddMoney('bank', payment, 'paycheck')
exports['qb-banking']:RemoveMoney(Player.PlayerData.job.name, payment, 'Employee Paycheck')
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('info.received_paycheck', { value = payment }))
end
else
Player.Functions.AddMoney('bank', payment, 'paycheck')
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('info.received_paycheck', { value = payment }))
end
else else
Player.Functions.AddMoney('bank', payment, 'paycheck') Player.Functions.AddMoney('bank', payment, 'paycheck')
exports['qb-banking']:RemoveMoney(Player.PlayerData.job.name, payment, 'Employee Paycheck')
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('info.received_paycheck', { value = payment })) TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('info.received_paycheck', { value = payment }))
end end
else
Player.Functions.AddMoney('bank', payment, 'paycheck')
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('info.received_paycheck', { value = payment }))
end end
else Wait(50)
Player.Functions.AddMoney('bank', payment, 'paycheck')
TriggerClientEvent('QBCore:Notify', Player.PlayerData.source, Lang:t('info.received_paycheck', { value = payment }))
end end
end end
end end)
SetTimeout(QBCore.Config.Money.PayCheckTimeOut * (60 * 1000), PaycheckInterval) SetTimeout(QBCore.Config.Money.PayCheckTimeOut * (60 * 1000), PaycheckInterval)
end end