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
+264
View File
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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)