The server itself: repo now mirrors the machine it runs on, plus install.sh

The repository carried two different servers side by side - the early
`justrp` prototype with its Python auth API, and a snapshot of the real
one under `server-code/`. Only the second one is a server anyone should
start from, so the prototype is gone and the real one moved to the root.

Taken from the live box, so the UI is the finished version (the tokens,
the county-records sheets and the variable fonts landed after the last
snapshot was pushed):

  resources/[rp]/   rp_db, rp_core, rp_session, rp_loading, rp_ui,
                    rp_selftest, rp_dbtest
  bin/              supervise.sh (keep-alive + console FIFO), rcon, init script
  etc/schema.sql    accounts, characters, transactions, inventory, vehicles
  assets/fonts/     the bundled subsets
  docs/SERVER.md    how it is put together, resource by resource

install.sh turns a clean Ubuntu/Debian box into this server in one
command: recommended FXServer build, MariaDB with the schema, resources,
server.cfg + a generated database password, boot entry (systemd or
init.d), then it waits for the Cfx registration. --name/--port/--db-name
let a second server live on the same machine. Tested end to end on a
spare install root: build 25770 fetched, schema applied, boot entry
written, FXServer started and stopped exactly where a wrong licence key
should stop it.

No secrets travel with it: the licence key and the database password live
in data/secrets.cfg on the machine, and .gitignore now names it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Claude Opus 5
2026-08-12 23:23:33 +00:00
co-authored by Claude Opus 5
parent 80c1d75d2f
commit 71856b15e9
66 changed files with 2030 additions and 3814 deletions
+24
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@@ -0,0 +1,24 @@
-- ---------------------------------------------------------------------------
-- Client mirror of this player's character state.
-- Read-only: the server pushes it, nothing here writes back.
-- ---------------------------------------------------------------------------
Core = Core or {}
local character = nil
RegisterNetEvent('rp:core:character', function(data)
character = data
TriggerEvent('rp:core:characterChanged', character)
end)
--- Current character, or nil while the player is still at the auth screens.
function Core.Character()
return character
end
function Core.HasCharacter()
return character ~= nil
end
exports('getCharacter', Core.Character)
+32
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fx_version 'cerulean'
game 'gta5'
name 'rp_core'
description 'Framework core: config, validation, player registry, request bridge'
author 'Los Santos RP'
version '1.0.0'
shared_scripts {
'shared/config.lua',
'shared/util.lua',
'shared/appearance.lua',
}
server_scripts {
'@rp_db/lib/db.lua',
'server/crypto.js',
'server/player.lua',
}
client_scripts {
'client/state.lua',
}
-- Consumed by other resources via '@rp_core/...'
files {
'shared/config.lua',
'shared/util.lua',
'shared/appearance.lua',
'lib/callbacks_client.lua',
'lib/callbacks_server.lua',
}
@@ -0,0 +1,46 @@
-- ---------------------------------------------------------------------------
-- Client half of the request/response bridge.
-- Include with: client_scripts { '@rp_core/lib/callbacks_client.lua', ... }
--
-- Usage (inside a thread):
-- local result, err = Core.Callback('rp_session', 'auth:login', { ... })
--
-- Reply events are namespaced by the *calling* resource, so two resources
-- can never resolve each other's tokens.
-- ---------------------------------------------------------------------------
Core = Core or {}
local RES = GetCurrentResourceName()
local pending = {}
local seq = 0
RegisterNetEvent('rp:cb:res:' .. RES, function(token, result, err)
local p = pending[token]
if not p then return end -- already timed out
pending[token] = nil
p:resolve({ result = result, err = err })
end)
--- Blocking request to a server callback. Returns result, err.
--- Always returns; a lost reply surfaces as an error rather than a hang.
function Core.Callback(targetResource, name, payload, timeoutMs)
seq = seq + 1
local token = seq
local p = promise.new()
pending[token] = p
TriggerServerEvent('rp:cb:' .. targetResource, RES, name, token, payload)
CreateThread(function()
Wait(timeoutMs or 15000)
local waiting = pending[token]
if waiting then
pending[token] = nil
waiting:resolve({ result = nil, err = 'no response from ' .. targetResource .. '/' .. name })
end
end)
local r = Citizen.Await(p)
return r.result, r.err
end
@@ -0,0 +1,78 @@
-- ---------------------------------------------------------------------------
-- Server half of the request/response bridge.
-- Include with: server_scripts { '@rp_core/lib/callbacks_server.lua', ... }
--
-- Core.RegisterCallback('auth:login', function(src, payload)
-- return result, err -- err ~= nil is reported to the client
-- end)
--
-- Handlers run in their own thread so they may block on the database.
-- Every handler is rate limited per player; a client that floods is ignored
-- rather than allowed to queue unbounded database work.
-- ---------------------------------------------------------------------------
Core = Core or {}
local RES = GetCurrentResourceName()
local handlers = {}
local buckets = {} -- [src] = { tokens = n, last = ms }
local BUCKET_MAX = 15 -- burst
local BUCKET_RATE = 5 -- refilled per second
local function allow(src)
local now = GetGameTimer()
local b = buckets[src]
if not b then
b = { tokens = BUCKET_MAX, last = now }
buckets[src] = b
end
local elapsed = (now - b.last) / 1000
b.last = now
b.tokens = math.min(BUCKET_MAX, b.tokens + elapsed * BUCKET_RATE)
if b.tokens < 1 then return false end
b.tokens = b.tokens - 1
return true
end
AddEventHandler('playerDropped', function()
buckets[source] = nil
end)
function Core.RegisterCallback(name, fn)
if handlers[name] then
print(('^3[rp_core]^7 callback %q registered twice in %s'):format(name, RES))
end
handlers[name] = fn
end
RegisterNetEvent('rp:cb:' .. RES, function(fromResource, name, token, payload)
local src = source
-- A client controls fromResource/token, so they are only ever echoed back to
-- that same client. They are never used to look anything up on the server.
if type(fromResource) ~= 'string' or type(name) ~= 'string' then return end
local reply = function(result, err)
TriggerClientEvent('rp:cb:res:' .. fromResource, src, token, result, err)
end
if not allow(src) then
return reply(nil, 'slow down')
end
local fn = handlers[name]
if not fn then
print(('^3[rp_core]^7 %s: unknown callback %q from %d'):format(RES, name, src))
return reply(nil, 'unknown request')
end
CreateThread(function()
local ok, result, err = pcall(fn, src, payload)
if not ok then
print(('^1[rp_core]^7 callback %q errored: %s'):format(name, tostring(result)))
return reply(nil, 'internal error')
end
reply(result, err)
end)
end)
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// ---------------------------------------------------------------------------
// Password hashing for rp_auth.
//
// scrypt with per-password random salt. The cost parameters are stored inside
// the hash string, so they can be raised later without invalidating existing
// accounts - verify() always uses the parameters the hash was made with.
//
// Format: scrypt$N$r$p$<salt b64>$<derived key b64>
// ---------------------------------------------------------------------------
const crypto = require('crypto');
const N = 16384; // CPU/memory cost
const R = 8; // block size
const P = 1; // parallelisation
const KEYLEN = 64;
const MAXMEM = 96 * 1024 * 1024; // scrypt needs ~128*N*r bytes = 16MB here
function derive(password, salt, n, r, p, cb) {
crypto.scrypt(password, salt, KEYLEN, { N: n, r, p, maxmem: MAXMEM }, cb);
}
global.exports('hashPassword', (password, cb) => {
if (typeof password !== 'string' || password.length === 0 || password.length > 200) {
return cb(null, 'invalid password');
}
const salt = crypto.randomBytes(16);
derive(password, salt, N, R, P, (err, dk) => {
if (err) return cb(null, err.message);
cb(`scrypt$${N}$${R}$${P}$${salt.toString('base64')}$${dk.toString('base64')}`, null);
});
});
global.exports('verifyPassword', (password, stored, cb) => {
if (typeof password !== 'string' || typeof stored !== 'string') return cb(false, null);
const parts = stored.split('$');
if (parts.length !== 6 || parts[0] !== 'scrypt') return cb(false, 'unrecognised hash format');
const n = parseInt(parts[1], 10);
const r = parseInt(parts[2], 10);
const p = parseInt(parts[3], 10);
if (!n || !r || !p) return cb(false, 'corrupt hash parameters');
let salt, expected;
try {
salt = Buffer.from(parts[4], 'base64');
expected = Buffer.from(parts[5], 'base64');
} catch (e) {
return cb(false, 'corrupt hash encoding');
}
derive(password, salt, n, r, p, (err, dk) => {
if (err) return cb(false, err.message);
// constant time: a wrong password must not be distinguishable by timing
const ok = dk.length === expected.length && crypto.timingSafeEqual(dk, expected);
cb(ok, null);
});
});
// Opaque tokens (character session handles, drop ids, ...)
global.exports('randomToken', (bytes) => crypto.randomBytes(Math.min(Math.max(bytes || 16, 8), 64)).toString('hex'));
+264
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-- ---------------------------------------------------------------------------
-- Authoritative player registry.
--
-- While a player is online their state lives in this table and nowhere else.
-- Balance changes are applied in memory *synchronously* (no yield between
-- read and write, so two concurrent handlers cannot both spend the same
-- money) and then mirrored to MariaDB asynchronously alongside a row in
-- `transactions`, which is the audit trail.
-- ---------------------------------------------------------------------------
Core = Core or {}
local players = {} -- [source] = player table
local byChar = {} -- [character id] = source
-- ---------------------------------------------------------------------------
-- Lookup
-- ---------------------------------------------------------------------------
function Core.Get(src) return players[src] end
function Core.GetByChar(charId) return players[byChar[charId] or -1] end
function Core.All() return players end
local function requireChar(src)
local p = players[src]
if not p or not p.char then return nil end
return p
end
-- ---------------------------------------------------------------------------
-- Lifecycle
-- ---------------------------------------------------------------------------
--- Called by rp_session once credentials have been accepted.
function Core.AttachAccount(src, account)
players[src] = {
source = src,
license = account.license,
account = { id = account.id, username = account.username, role = account.role },
char = nil,
spawned = false,
joinedAt = os.time(),
}
return players[src]
end
--- Called once a character has been chosen. `row` is the DB row.
function Core.AttachCharacter(src, row)
local p = players[src]
if not p then return nil end
p.char = {
id = row.id,
firstName = row.first_name,
lastName = row.last_name,
dob = row.dob,
gender = row.gender,
backstory = row.backstory,
cash = math.floor(tonumber(row.cash) or 0),
bank = math.floor(tonumber(row.bank) or 0),
health = tonumber(row.health) or 200,
armour = tonumber(row.armour) or 0,
job = row.job or 'unemployed',
jobGrade = tonumber(row.job_grade) or 0,
playtime = tonumber(row.playtime) or 0,
appearance = row.appearance and json.decode(row.appearance) or nil,
position = row.position and json.decode(row.position) or nil,
needs = row.needs and json.decode(row.needs) or { hunger = 100, thirst = 100, stress = 0 },
}
p.sessionStart = os.time()
byChar[row.id] = src
Core.PushCharacter(src)
Core.PublishState(src)
return p.char
end
function Core.Detach(src)
local p = players[src]
if not p then return end
if p.char then byChar[p.char.id] = nil end
players[src] = nil
end
-- ---------------------------------------------------------------------------
-- Synchronisation
-- ---------------------------------------------------------------------------
--- Private state: only the owning client receives this.
function Core.PushCharacter(src)
local p = requireChar(src)
if not p then return end
TriggerClientEvent('rp:core:character', src, p.char)
end
--- Public state: what every other client is allowed to know about this player.
function Core.PublishState(src)
local p = requireChar(src)
if not p then return end
local st = Player(src).state
st:set('rp:name', p.char.firstName .. ' ' .. p.char.lastName, true)
st:set('rp:job', p.char.job, true)
st:set('rp:charId', p.char.id, true)
end
-- ---------------------------------------------------------------------------
-- Money
-- ---------------------------------------------------------------------------
local VALID_ACCOUNTS = { cash = true, bank = true }
local function journal(charId, kind, delta, balanceAfter, reason)
DB.TransactionAsync({
{
query = ('UPDATE characters SET %s = ? WHERE id = ?'):format(kind),
values = { balanceAfter, charId },
},
{
query = 'INSERT INTO transactions (character_id, account_kind, delta, balance_after, reason) VALUES (?, ?, ?, ?, ?)',
values = { charId, kind, delta, balanceAfter, reason },
},
}, function(ok, err)
if not ok then
print(('^1[rp_core]^7 failed to journal %s %+d for character %d: %s')
:format(kind, delta, charId, tostring(err)))
end
end)
end
--- Returns true on success. Amounts are always positive integers.
function Core.AddMoney(src, kind, amount, reason)
local p = requireChar(src)
if not p or not VALID_ACCOUNTS[kind] then return false end
amount = math.floor(tonumber(amount) or 0)
if amount <= 0 then return false end
p.char[kind] = p.char[kind] + amount -- no yield: cannot interleave
local after = p.char[kind]
Core.PushCharacter(src)
journal(p.char.id, kind, amount, after, reason or 'unspecified')
return true
end
--- Returns false (and changes nothing) when the player cannot afford it.
function Core.RemoveMoney(src, kind, amount, reason)
local p = requireChar(src)
if not p or not VALID_ACCOUNTS[kind] then return false end
amount = math.floor(tonumber(amount) or 0)
if amount <= 0 then return false end
if p.char[kind] < amount then return false end
p.char[kind] = p.char[kind] - amount
local after = p.char[kind]
Core.PushCharacter(src)
journal(p.char.id, kind, -amount, after, reason or 'unspecified')
return true
end
function Core.GetMoney(src, kind)
local p = requireChar(src)
if not p or not VALID_ACCOUNTS[kind] then return 0 end
return p.char[kind]
end
-- ---------------------------------------------------------------------------
-- Persistence
-- ---------------------------------------------------------------------------
--- Reads position and health from the server's own copy of the entity rather
--- than asking the client, so a modified client cannot lie about either.
local function snapshot(p)
local ped = GetPlayerPed(p.source)
if ped and ped ~= 0 and DoesEntityExist(ped) then
local c = GetEntityCoords(ped)
local h = GetEntityHeading(ped)
if c and c.x and not (c.x == 0.0 and c.y == 0.0) then
p.char.position = { x = c.x, y = c.y, z = c.z, h = h }
end
local hp = GetEntityHealth(ped)
if hp and hp > 0 then p.char.health = hp end
end
if p.sessionStart then
local now = os.time()
p.char.playtime = p.char.playtime + (now - p.sessionStart)
p.sessionStart = now
end
end
function Core.Save(src, reason)
local p = requireChar(src)
if not p or not p.spawned then return end
snapshot(p)
local c = p.char
DB.UpdateAsync([[
UPDATE characters
SET cash = ?, bank = ?, health = ?, armour = ?, job = ?, job_grade = ?,
position = ?, needs = ?, appearance = ?, playtime = ?, last_played_at = NOW()
WHERE id = ?
]], {
c.cash, c.bank, c.health, c.armour, c.job, c.jobGrade,
json.encode(c.position or {}), json.encode(c.needs or {}),
c.appearance and json.encode(c.appearance) or DB.NULL,
c.playtime, c.id,
}, function(_, err)
if err then
print(('^1[rp_core]^7 save failed for character %d (%s): %s'):format(c.id, tostring(reason), err))
end
end)
end
function Core.SaveAll(reason)
local n = 0
for src in pairs(players) do
if players[src].char and players[src].spawned then
Core.Save(src, reason)
n = n + 1
end
end
return n
end
CreateThread(function()
local interval = (Config.Session.autosaveSeconds or 300) * 1000
while true do
Wait(interval)
local n = Core.SaveAll('autosave')
if n > 0 then print(('^5[rp_core]^7 autosaved %d character(s)'):format(n)) end
end
end)
AddEventHandler('playerDropped', function(reason)
local src = source
Core.Save(src, 'disconnect: ' .. tostring(reason))
Core.Detach(src)
end)
AddEventHandler('onResourceStop', function(res)
if res ~= GetCurrentResourceName() then return end
local n = Core.SaveAll('resource stop')
print(('^5[rp_core]^7 saving %d character(s) on shutdown'):format(n))
end)
-- ---------------------------------------------------------------------------
-- Exports for the other resources. None of these yield.
-- ---------------------------------------------------------------------------
exports('getPlayer', function(src) return players[src] end)
exports('getCharacter', function(src) local p = players[src]; return p and p.char or nil end)
exports('attachAccount', Core.AttachAccount)
exports('attachCharacter',Core.AttachCharacter)
exports('detach', Core.Detach)
exports('addMoney', Core.AddMoney)
exports('removeMoney', Core.RemoveMoney)
exports('getMoney', Core.GetMoney)
exports('save', Core.Save)
exports('pushCharacter', Core.PushCharacter)
exports('publishState', Core.PublishState)
exports('setSpawned', function(src, v)
local p = players[src]
if p then p.spawned = v and true or false end
end)
@@ -0,0 +1,185 @@
-- ---------------------------------------------------------------------------
-- Freemode ped appearance model.
--
-- The client builds a ped from this table and the server stores it verbatim,
-- so it is sanitised here - once - and both sides use the same code. Anything
-- the client sends that is not described below is dropped.
-- ---------------------------------------------------------------------------
Appearance = {}
Appearance.MODELS = {
m = 'mp_m_freemode_01',
f = 'mp_f_freemode_01',
}
-- SetPedHeadBlendData: 46 heritage faces per parent.
Appearance.PARENT_MAX = 45
-- SetPedFaceFeature indices, in the order the creator shows them.
Appearance.FEATURES = {
{ id = 0, label = 'Nose width' },
{ id = 1, label = 'Nose height' },
{ id = 2, label = 'Nose length' },
{ id = 3, label = 'Nose bridge' },
{ id = 4, label = 'Nose tip' },
{ id = 5, label = 'Nose shift' },
{ id = 6, label = 'Brow height' },
{ id = 7, label = 'Brow depth' },
{ id = 8, label = 'Cheekbone height' },
{ id = 9, label = 'Cheekbone width' },
{ id = 10, label = 'Cheek width' },
{ id = 11, label = 'Eye opening' },
{ id = 12, label = 'Lip thickness' },
{ id = 13, label = 'Jaw width' },
{ id = 14, label = 'Jaw length' },
{ id = 15, label = 'Chin height' },
{ id = 16, label = 'Chin length' },
{ id = 17, label = 'Chin width' },
{ id = 18, label = 'Chin dimple' },
{ id = 19, label = 'Neck thickness' },
}
-- SetPedHeadOverlay slots that the creator exposes.
Appearance.OVERLAYS = {
{ id = 2, key = 'eyebrows', label = 'Eyebrows', max = 33, tint = 'hair' },
{ id = 1, key = 'beard', label = 'Facial hair', max = 28, tint = 'hair' },
{ id = 0, key = 'blemishes', label = 'Blemishes', max = 23, tint = false },
{ id = 3, key = 'ageing', label = 'Ageing', max = 14, tint = false },
{ id = 6, key = 'complexion',label = 'Complexion', max = 11, tint = false },
{ id = 7, key = 'sundamage', label = 'Sun damage', max = 10, tint = false },
{ id = 9, key = 'freckles', label = 'Freckles', max = 17, tint = false },
{ id = 5, key = 'blush', label = 'Blush', max = 6, tint = 'makeup' },
{ id = 8, key = 'lipstick', label = 'Lipstick', max = 9, tint = 'makeup' },
{ id = 4, key = 'makeup', label = 'Make-up', max = 74, tint = 'makeup' },
}
-- Clothing components the creator exposes (0-11 exist; these are the useful ones).
Appearance.COMPONENTS = {
{ id = 11, key = 'jacket', label = 'Top' },
{ id = 8, key = 'undershirt',label = 'Undershirt' },
{ id = 4, key = 'legs', label = 'Legs' },
{ id = 6, key = 'shoes', label = 'Shoes' },
{ id = 3, key = 'torso', label = 'Arms' },
{ id = 1, key = 'mask', label = 'Mask' },
{ id = 9, key = 'vest', label = 'Vest' },
{ id = 7, key = 'accessory', label = 'Accessory' },
{ id = 10, key = 'decal', label = 'Decal' },
{ id = 5, key = 'bag', label = 'Bag' },
}
Appearance.PROPS = {
{ id = 0, key = 'hat', label = 'Hat' },
{ id = 1, key = 'glasses', label = 'Glasses' },
{ id = 2, key = 'ear', label = 'Earrings' },
}
local function num(v, lo, hi, fallback)
v = tonumber(v)
if not v or v ~= v then return fallback end -- also rejects NaN
if v < lo then return lo end
if v > hi then return hi end
return v
end
local function int(v, lo, hi, fallback)
return math.floor(num(v, lo, hi, fallback) + 0.0)
end
function Appearance.Default(gender)
local a = {
model = (gender == 'f') and 'f' or 'm',
parents = { father = 0, mother = 21, shapeMix = 0.5, skinMix = 0.5 },
features = {},
overlays = {},
hair = { style = 0, colour = 0, highlight = 0 },
eyeColour = 0,
components = {},
props = {},
}
for _, f in ipairs(Appearance.FEATURES) do a.features[tostring(f.id)] = 0.0 end
for _, o in ipairs(Appearance.OVERLAYS) do
a.overlays[o.key] = { index = -1, opacity = 1.0, colour = 0 }
end
for _, c in ipairs(Appearance.COMPONENTS) do
a.components[c.key] = { drawable = 0, texture = 0 }
end
for _, p in ipairs(Appearance.PROPS) do
a.props[p.key] = { drawable = -1, texture = 0 }
end
-- a plain default outfit rather than the naked base ped
a.components.jacket = { drawable = 15, texture = 0 }
a.components.undershirt = { drawable = 15, texture = 0 }
a.components.torso = { drawable = 15, texture = 0 }
a.components.legs = { drawable = 21, texture = 0 }
a.components.shoes = { drawable = 34, texture = 0 }
return a
end
--- Returns a clean appearance table built only from known keys.
function Appearance.Sanitise(input)
local gender = (type(input) == 'table' and input.model == 'f') and 'f' or 'm'
local out = Appearance.Default(gender)
if type(input) ~= 'table' then return out end
if type(input.parents) == 'table' then
out.parents.father = int(input.parents.father, 0, Appearance.PARENT_MAX, 0)
out.parents.mother = int(input.parents.mother, 0, Appearance.PARENT_MAX, 21)
out.parents.shapeMix = num(input.parents.shapeMix, 0.0, 1.0, 0.5)
out.parents.skinMix = num(input.parents.skinMix, 0.0, 1.0, 0.5)
end
if type(input.features) == 'table' then
for _, f in ipairs(Appearance.FEATURES) do
local k = tostring(f.id)
out.features[k] = num(input.features[k], -1.0, 1.0, 0.0)
end
end
if type(input.overlays) == 'table' then
for _, o in ipairs(Appearance.OVERLAYS) do
local given = input.overlays[o.key]
if type(given) == 'table' then
out.overlays[o.key] = {
index = int(given.index, -1, o.max, -1),
opacity = num(given.opacity, 0.0, 1.0, 1.0),
colour = int(given.colour, 0, 63, 0),
}
end
end
end
if type(input.hair) == 'table' then
out.hair.style = int(input.hair.style, 0, 80, 0)
out.hair.colour = int(input.hair.colour, 0, 63, 0)
out.hair.highlight = int(input.hair.highlight, 0, 63, 0)
end
out.eyeColour = int(input.eyeColour, 0, 31, 0)
if type(input.components) == 'table' then
for _, c in ipairs(Appearance.COMPONENTS) do
local given = input.components[c.key]
if type(given) == 'table' then
out.components[c.key] = {
drawable = int(given.drawable, 0, 511, 0),
texture = int(given.texture, 0, 63, 0),
}
end
end
end
if type(input.props) == 'table' then
for _, p in ipairs(Appearance.PROPS) do
local given = input.props[p.key]
if type(given) == 'table' then
out.props[p.key] = {
drawable = int(given.drawable, -1, 255, -1),
texture = int(given.texture, 0, 63, 0),
}
end
end
end
return out
end
+99
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@@ -0,0 +1,99 @@
-- ---------------------------------------------------------------------------
-- Shared configuration. Loaded on both server and client.
-- ---------------------------------------------------------------------------
Config = {}
Config.ServerName = 'LOS SANTOS'
Config.ServerTag = 'ROLEPLAY'
Config.MaxChars = 3
-- Shown on the loading screen while the world streams in.
Config.Rules = {
{ title = 'Stay in character', body = 'Your character does not know what you know. Breaking character in the world is the fastest way to lose the story.' },
{ title = 'Value your life', body = 'Act like the consequences are permanent. A gun in your face changes what you are willing to do.' },
{ title = 'No random deathmatch', body = 'Violence needs a reason the other person can understand. Escalate, do not detonate.' },
{ title = 'Do not power game', body = 'Give people a fair chance to react. Winning is not the point of a scene.' },
{ title = 'Leave the scene alive', body = 'If you die, your character forgets the thirty minutes before it. No revenge from the grave.' },
}
-- Spawn choices offered after character select. Coordinates are real map
-- locations; `cam` is where the establishing shot sits before it flies down.
Config.SpawnPoints = {
{
id = 'legion',
label = 'Legion Square',
area = 'Downtown',
blurb = 'Concrete, noise and opportunity. Everything starts here eventually.',
coords = vector4(195.12, -933.75, 30.69, 145.0),
cam = { pos = vector3(214.0, -880.0, 90.0), look = vector3(195.0, -933.0, 32.0) },
map = { x = 0.512, y = 0.548 },
},
{
id = 'vespucci',
label = 'Vespucci Beach',
area = 'West coast',
blurb = 'Sand, boardwalk hustlers and the smell of two-stroke engines.',
coords = vector4(-1223.45, -1490.32, 4.38, 125.0),
cam = { pos = vector3(-1250.0, -1440.0, 60.0), look = vector3(-1223.0, -1490.0, 6.0) },
map = { x = 0.318, y = 0.700 },
},
{
id = 'sandy',
label = 'Sandy Shores',
area = 'Blaine County',
blurb = 'Dust, trailers and people who would rather not be found.',
coords = vector4(1961.29, 3740.68, 32.34, 300.0),
cam = { pos = vector3(1995.0, 3700.0, 80.0), look = vector3(1961.0, 3740.0, 34.0) },
map = { x = 0.760, y = 0.245 },
},
{
id = 'paleto',
label = 'Paleto Bay',
area = 'North coast',
blurb = 'A town small enough that everyone will know your name by Friday.',
coords = vector4(-108.71, 6467.32, 31.63, 225.0),
cam = { pos = vector3(-160.0, 6420.0, 80.0), look = vector3(-108.0, 6467.0, 33.0) },
map = { x = 0.470, y = 0.075 },
},
{
id = 'mirror',
label = 'Mirror Park',
area = 'East Vinewood',
blurb = 'Quiet streets, loud neighbours, and rent you cannot quite afford.',
coords = vector4(1050.12, -720.45, 57.05, 90.0),
cam = { pos = vector3(1100.0, -680.0, 100.0), look = vector3(1050.0, -720.0, 58.0) },
map = { x = 0.640, y = 0.505 },
},
}
-- Establishing shots used behind the login / character screens. Each entry is
-- a slow dolly from `from` to `to` while looking at `look`.
Config.CinematicShots = {
{ from = vector3(-1900.0, -600.0, 130.0), to = vector3(-1700.0, -500.0, 120.0), look = vector3(-1450.0, -400.0, 60.0) },
{ from = vector3(-75.0, -818.0, 320.0), to = vector3(30.0, -700.0, 290.0), look = vector3(-200.0, -1000.0, 60.0) },
{ from = vector3(1200.0, -1600.0, 160.0),to = vector3(1000.0, -1450.0, 150.0), look = vector3(500.0, -1200.0, 60.0) },
{ from = vector3(-1550.0, -1450.0, 90.0),to = vector3(-1400.0, -1550.0, 80.0), look = vector3(-1100.0, -1700.0, 20.0) },
{ from = vector3(730.0, 1200.0, 400.0), to = vector3(640.0, 1100.0, 380.0), look = vector3(300.0, 800.0, 200.0) },
}
-- Where a character stands while being edited or previewed. Flat, empty apron
-- at the airport: always streamed, no props to clip through, and dark enough
-- at the overridden clock time to light the ped cleanly.
Config.CreatorScene = {
ped = vector4(-1037.20, -2738.60, 20.17, 328.0),
}
Config.Money = {
startingCash = 500,
startingBank = 2500,
}
Config.Session = {
-- how long a client may sit at the auth screen before it is dropped
authTimeoutMs = 300000,
-- failed logins allowed per identity within the window
maxAttempts = 6,
attemptWindowS = 900,
autosaveSeconds = 300,
}
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-- ---------------------------------------------------------------------------
-- Small shared helpers. Kept deliberately thin.
-- ---------------------------------------------------------------------------
Util = {}
function Util.trim(s)
if type(s) ~= 'string' then return '' end
return (s:gsub('^%s+', ''):gsub('%s+$', ''))
end
function Util.clamp(v, lo, hi)
if v < lo then return lo end
if v > hi then return hi end
return v
end
function Util.round(v, places)
local m = 10 ^ (places or 0)
return math.floor(v * m + 0.5) / m
end
--- Deep copy; cycles are not expected in config/state tables.
function Util.copy(t)
if type(t) ~= 'table' then return t end
local out = {}
for k, v in pairs(t) do out[k] = Util.copy(v) end
return out
end
function Util.count(t)
local n = 0
for _ in pairs(t) do n = n + 1 end
return n
end
--- Group separated money, e.g. 1234567 -> "1,234,567"
function Util.money(n)
local s = tostring(math.floor(math.abs(n or 0)))
local out = s:reverse():gsub('(%d%d%d)', '%1,'):reverse()
out = out:gsub('^,', '')
return (n or 0) < 0 and ('-' .. out) or out
end
--- Names are stored capitalised regardless of how they were typed.
function Util.properName(s)
s = Util.trim(s):lower()
return (s:gsub("([^%s'-]+)", function(word)
return word:sub(1, 1):upper() .. word:sub(2)
end))
end
--- Validation shared by client (live feedback) and server (enforcement), so
--- the two can never disagree about what is acceptable.
Rules = {}
Rules.username = {
min = 3, max = 20,
pattern = '^[%w_]+$',
hint = '3-20 characters, letters, numbers and underscore only',
}
Rules.password = {
min = 8, max = 72,
hint = 'at least 8 characters, with a letter and a number',
}
Rules.name = {
min = 2, max = 20,
pattern = "^[%a][%a'%-]*$",
hint = "letters, apostrophes and hyphens",
}
function Rules.checkUsername(v)
v = Util.trim(v or '')
if #v < Rules.username.min then return false, 'Too short - ' .. Rules.username.hint end
if #v > Rules.username.max then return false, 'Too long - ' .. Rules.username.hint end
if not v:match(Rules.username.pattern) then return false, 'Only letters, numbers and underscore' end
return true
end
function Rules.checkPassword(v)
v = v or ''
if #v < Rules.password.min then return false, 'At least 8 characters' end
if #v > Rules.password.max then return false, 'Too long' end
if not v:match('%a') then return false, 'Needs at least one letter' end
if not v:match('%d') then return false, 'Needs at least one number' end
return true
end
function Rules.checkName(v)
v = Util.trim(v or '')
if #v < Rules.name.min then return false, 'Too short' end
if #v > Rules.name.max then return false, 'Too long' end
if not v:match(Rules.name.pattern) then return false, "Letters, ' and - only" end
return true
end
--- Date of birth: accepts YYYY-MM-DD, must be a real date and an adult age.
function Rules.checkDob(v)
v = Util.trim(v or '')
local y, m, d = v:match('^(%d%d%d%d)%-(%d%d)%-(%d%d)$')
if not y then return false, 'Use YYYY-MM-DD' end
y, m, d = tonumber(y), tonumber(m), tonumber(d)
if m < 1 or m > 12 then return false, 'Month must be 01-12' end
local mdays = { 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 }
if (y % 4 == 0 and y % 100 ~= 0) or y % 400 == 0 then mdays[2] = 29 end
if d < 1 or d > mdays[m] then return false, 'That day does not exist' end
if y < 1930 or y > 2010 then return false, 'Year must be between 1930 and 2010' end
return true
end