505 lines
		
	
	
	
		
			16 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			505 lines
		
	
	
	
		
			16 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
| local Entity = Entity
 | |
| 
 | |
| local DebugRendering = false
 | |
| local DebugInfos = false
 | |
| local DeletedEntities = {}
 | |
| 
 | |
| --#region Local functions
 | |
| local GetActiveSlices = function()
 | |
|     local slices = GetSurroundingSlices(currentSlice)
 | |
|     table.insert(slices, currentSlice)
 | |
| 
 | |
|     return slices
 | |
| end
 | |
| 
 | |
| local AttachToEntity = function(obj, to, params)
 | |
|     local attachToObj = nil
 | |
| 
 | |
|     if not params.isUtilityNet then
 | |
|         attachToObj = NetworkGetEntityFromNetworkId(to)
 | |
|     else
 | |
|         -- Ensure that the entity is fully ready
 | |
|         if UtilityNet.DoesUNetIdExist(to) then
 | |
|             while not UtilityNet.IsReady(to) do
 | |
|                 Citizen.Wait(1)
 | |
|             end
 | |
|         else
 | |
|                 warn("AttachToEntity: trying to attach "..obj.." to "..to.." but the destination netId doesnt exist")
 | |
|         end
 | |
| 
 | |
|         attachToObj = UtilityNet.GetEntityFromUNetId(to)
 | |
|     end
 | |
| 
 | |
|     if attachToObj then
 | |
|         if DebugInfos then
 | |
|             print("Attaching", obj.." ("..GetEntityArchetypeName(obj)..")", "with", tostring(attachToObj).." ("..GetEntityArchetypeName(attachToObj)..")")
 | |
|         end
 | |
|         AttachEntityToEntity(obj, attachToObj, params.bone, params.pos, params.rot, false, params.useSoftPinning, params.collision, true, params.rotationOrder, params.syncRot)
 | |
|     else
 | |
|         warn("AttachToEntity: trying to attach "..obj.." to "..to.." but the destination entity doesnt exist")
 | |
|     end
 | |
| end
 | |
| 
 | |
| local FindEntity = function(coords, radius, model, uNetId, maxAttempts)
 | |
|     local attempts = 0
 | |
|     local obj = 0
 | |
|         
 | |
|     while attempts < maxAttempts and not DoesEntityExist(obj) do
 | |
|         obj = GetClosestObjectOfType(coords.xyz, radius or 5.0, model)
 | |
|         attempts = attempts + 1
 | |
|         Citizen.Wait(500)
 | |
|     end
 | |
| 
 | |
|     if attempts >= maxAttempts and not DoesEntityExist(obj) then
 | |
|         warn("Failed to find object to replace, model: "..model.." coords: "..coords.." uNetId:"..uNetId)
 | |
|         return
 | |
|     end
 | |
| 
 | |
|     return obj
 | |
| end
 | |
| --#endregion
 | |
| 
 | |
| --#region Rendering functions
 | |
| local busyEntities = {}
 | |
| local SetNetIdBeingBusy = function(uNetId, status)
 | |
|     busyEntities[uNetId] = status and true or nil
 | |
| end
 | |
| 
 | |
| local IsNetIdBusy = function(uNetId)
 | |
|     return busyEntities[uNetId]
 | |
| end
 | |
| 
 | |
| exports("IsNetIdBusy", IsNetIdBusy)
 | |
| exports("IsNetIdCreating", IsNetIdBusy)
 | |
| 
 | |
| local UnrenderLocalEntity = function(uNetId)
 | |
|     local entity = UtilityNet.GetEntityFromUNetId(uNetId)
 | |
| 
 | |
|     if DoesEntityExist(entity) then
 | |
|         TriggerEvent("Utility:Net:OnUnrender", uNetId, entity, GetEntityModel(entity))
 | |
| 
 | |
|         Citizen.SetTimeout(1, function()
 | |
|             if not DoesEntityExist(entity) then
 | |
|                 if DebugInfos then
 | |
|                     warn("UnrenderLocalEntity: entity with uNetId: "..uNetId.." already unrendered, skipping this call")
 | |
|                 end
 | |
|                 return
 | |
|             end
 | |
|     
 | |
|             local state = Entity(entity).state
 | |
|     
 | |
|             -- Remove state change handler (currently used only for attaching)
 | |
|             if state.changeHandler then
 | |
|                 UtilityNet.RemoveStateBagChangeHandler(state.changeHandler)
 | |
|                 state.changeHandler = nil
 | |
|             end
 | |
|     
 | |
|             if state.found then
 | |
|                 local model = GetEntityModel(entity)
 | |
|     
 | |
|                 -- Show map object
 | |
|                 RemoveModelHide(GetEntityCoords(entity), 0.1, model)
 | |
|             end
 | |
|     
 | |
|             if state.preserved then
 | |
|                 SetEntityAsNoLongerNeeded(entity)
 | |
|             else
 | |
|                 DeleteEntity(entity)
 | |
|             end
 | |
|     
 | |
|             state.rendered = false
 | |
|             EntitiesStates[uNetId] = nil
 | |
|             TriggerLatentServerEvent("Utility:Net:RemoveStateListener", 5120, uNetId)
 | |
|         end)
 | |
|     end
 | |
| 
 | |
|     LocalEntities[uNetId] = nil
 | |
| end
 | |
| 
 | |
| local RenderLocalEntity = function(uNetId, entityData)
 | |
|     if IsNetIdBusy(uNetId) then
 | |
|         if DebugRendering then
 | |
|             warn("RenderLocalEntity: entity with uNetId: "..uNetId.." is already being created, skipping this call")
 | |
|         end
 | |
|         return
 | |
|     end
 | |
| 
 | |
|     SetNetIdBeingBusy(uNetId, true)
 | |
| 
 | |
|     local obj = 0
 | |
|     local stateUtility = UtilityNet.State(uNetId)
 | |
|     local entityData = entityData or UtilityNet.InternalFindFromNetId(uNetId)
 | |
| 
 | |
|     -- Exit if entity data is missing
 | |
|     if not entityData then
 | |
|         error("UpdateLocalEntity: entity with uNetId: "..tostring(uNetId).." cant be found")
 | |
|         return false
 | |
|     end
 | |
| 
 | |
|     -- Set local variable (for readability)
 | |
|     local coords = entityData.coords
 | |
|     local model = entityData.model
 | |
|     local options = entityData.options
 | |
| 
 | |
|     if not options.replace then
 | |
|         if not IsModelValid(model) then
 | |
|             error("RenderLocalEntity: Model "..model.." is not valid, uNetId: "..uNetId)
 | |
|         end
 | |
| 
 | |
|         local start = GetGameTimer()
 | |
|         while not HasModelLoaded(model) do
 | |
|             if (GetGameTimer() - start) > 5000 then
 | |
|                 error("RenderLocalEntity: Model "..model.." failed to load, uNetId: "..uNetId)
 | |
|             end
 | |
| 
 | |
|             RequestModel(model)
 | |
|             Citizen.Wait(1)
 | |
|         end
 | |
|     end
 | |
| 
 | |
|     Citizen.CreateThread(function()
 | |
|         if options.replace then
 | |
|             local _obj = FindEntity(coords, options.searchDistance, model, uNetId, 5)
 | |
|     
 | |
|             -- Skip object creation if not found
 | |
|             if not DoesEntityExist(_obj) then
 | |
|                 SetNetIdBeingBusy(uNetId, false)
 | |
|                 return
 | |
|             end
 | |
|     
 | |
|             -- Clone object (otherwise it will be deleted when the entity is unrendered and will not respawn properly)
 | |
|             local coords = GetEntityCoords(_obj)
 | |
|             local rotation = GetEntityRotation(_obj)
 | |
|     
 | |
|             local interior = GetInteriorFromEntity(_obj)
 | |
|             local room = GetRoomKeyFromEntity(_obj)
 | |
|     
 | |
|             obj = CreateObject(model, coords, false, false, options.door)
 | |
|             SetEntityCoords(obj, coords)
 | |
|             SetEntityRotation(obj, rotation)
 | |
|             
 | |
|             if interior ~= 0 and room ~= 0 then
 | |
|                 ForceRoomForEntity(obj, interior, room)
 | |
|             end
 | |
|     
 | |
|             Entity(obj).state.found = true
 | |
|     
 | |
|             -- Hide map object
 | |
|             local distance = options.door and 1.5 or 0.1
 | |
| 
 | |
|             if options.door and interior ~= 0 then
 | |
|                 -- Doors inside interiors need to be deleted
 | |
|                 -- If not deleted the game will be recreate them every time the interior is reloaded (player exit and then re-enter)
 | |
|                 -- And so there will be 2 copies of the same door
 | |
|                 DeleteEntity(_obj)
 | |
|             else
 | |
|                 CreateModelHideExcludingScriptObjects(coords, distance, model)
 | |
|             end
 | |
|         else
 | |
|             obj = CreateObject(model, coords, false, false, options.door)
 | |
|             SetEntityCoords(obj, coords) -- This is required to ignore the pivot
 | |
|         end
 | |
|         
 | |
|         local state = Entity(obj).state
 | |
|     
 | |
|         -- "Disable" the entity
 | |
|         SetEntityVisible(obj, false)
 | |
|         SetEntityCollision(obj, false, false)
 | |
|         
 | |
|         if options.rotation then
 | |
|             SetEntityRotation(obj, options.rotation)
 | |
|         end
 | |
| 
 | |
|         -- Always listen for __attached changes (attach/detach)
 | |
|         state.changeHandler = UtilityNet.AddStateBagChangeHandler(uNetId, function(key, value)
 | |
|             -- Exit if entity is no longer valid
 | |
|             if not DoesEntityExist(obj) then
 | |
|                 UtilityNet.RemoveStateBagChangeHandler(state.changeHandler)
 | |
|                 return
 | |
|             end
 | |
| 
 | |
|             if key == "__attached" then
 | |
|                 if value then
 | |
|                     --print("Attach")
 | |
|                     AttachToEntity(obj, value.object, value.params)
 | |
|                 else
 | |
|                     --print("Detach")
 | |
|                     DetachEntity(obj, true, true)
 | |
|                 end
 | |
|             end
 | |
|         end)
 | |
|     
 | |
|         LocalEntities[uNetId] = {obj=obj, slice=entityData.slice}
 | |
|     
 | |
|         -- Fetch initial state
 | |
|         ServerRequestEntityStates(uNetId)
 | |
|     
 | |
|         -- After state has been fetched, attach if needed
 | |
|         if stateUtility.__attached then
 | |
|             AttachToEntity(obj, stateUtility.__attached.object, stateUtility.__attached.params)
 | |
|         end
 | |
| 
 | |
|         -- "Enable" the entity, this is done after the state has been fetched to avoid props doing strange stuffs
 | |
|         SetEntityVisible(obj, true)
 | |
|         SetEntityCollision(obj, true, true)
 | |
|     
 | |
|         TriggerEvent("Utility:Net:OnRender", uNetId, obj, model)
 | |
|     
 | |
|         state.rendered = true
 | |
|         SetNetIdBeingBusy(uNetId, false)
 | |
|     end)
 | |
| end
 | |
| 
 | |
| local CanEntityBeRendered = function(uNetId, entityData, slices)
 | |
|     -- Default values
 | |
|     local entityData = entityData or UtilityNet.InternalFindFromNetId(uNetId)
 | |
| 
 | |
|     -- Exit if entity data is missing
 | |
|     if not entityData then
 | |
|         return false
 | |
|     end
 | |
| 
 | |
|     -- Check if entity is within drawing slices (if provided)
 | |
|     if slices and not slices[entityData.slice] then
 | |
|         return false
 | |
|     end
 | |
| 
 | |
|     local state = UtilityNet.State(uNetId)
 | |
| 
 | |
|     if DeletedEntities[uNetId] then
 | |
|         return false
 | |
|     end
 | |
| 
 | |
|     -- Render only if within render distance
 | |
|     if not state.__attached then
 | |
|         local coords = GetEntityCoords(PlayerPedId())
 | |
|         local modelsRenderDistance = GlobalState.ModelsRenderDistance
 | |
|         local renderDistance = modelsRenderDistance[entityData.model] or 50.0
 | |
| 
 | |
|         if #(entityData.coords - coords) > renderDistance then
 | |
|             return false
 | |
|         end
 | |
|     end
 | |
| 
 | |
|     return true
 | |
| end
 | |
| --#endregion
 | |
| 
 | |
| StartUtilityNetRenderLoop = function()
 | |
|     -- Wait for player full load
 | |
|     local isLoading = false
 | |
| 
 | |
|     while not HasCollisionLoadedAroundEntity(player) or not NetworkIsPlayerActive(PlayerId()) do
 | |
|         isLoading = true
 | |
|         Citizen.Wait(100)
 | |
|     end
 | |
| 
 | |
|     if isLoading then
 | |
|         Citizen.Wait(1000)
 | |
|     end
 | |
| 
 | |
|     Citizen.CreateThread(function()
 | |
|         local lastNEntities = 0 -- Used for managing the speed of the loop based on the number of entities
 | |
|         local lastSlice = currentSlice
 | |
|         
 | |
|         while true do
 | |
|             DeletedEntities = {}
 | |
|             local slices = GetActiveSlices()
 | |
|             local start = GetGameTimer()
 | |
| 
 | |
|             local somethingRendered = false -- If something has been rendered, speed up the whole loop to avoid a ugly effect where everything loads slowly
 | |
|             local nEntities = 0
 | |
| 
 | |
|             local sleep = (Config.UtilityNetDynamicUpdate - 700) / math.min(20, lastNEntities) -- threshold to allow a little bit of lag and split by number of entities
 | |
| 
 | |
|             -- Render/Unrender near slices entities
 | |
|             UtilityNet.ForEachEntity(function(v)
 | |
|                 nEntities = nEntities + 1
 | |
| 
 | |
|                 if not LocalEntities[v.id] and CanEntityBeRendered(v.id, v) then
 | |
|                     local obj = UtilityNet.GetEntityFromUNetId(v.id) or 0
 | |
|                     local state = Entity(obj).state or {}
 | |
| 
 | |
|                     if not state.rendered then
 | |
|                         somethingRendered = true
 | |
|                         if DebugRendering then
 | |
|                             print("RenderLocalEntity", v.id, "Loop")
 | |
|                         end
 | |
| 
 | |
|                         RenderLocalEntity(v.id, v)                        
 | |
|                     end
 | |
|                 elseif LocalEntities[v.id] and not CanEntityBeRendered(v.id, v) then
 | |
|                     somethingRendered = true
 | |
|                     UnrenderLocalEntity(v.id)
 | |
|                 end
 | |
| 
 | |
|                 local outOfTime = (GetGameTimer() - start) > Config.UtilityNetDynamicUpdate
 | |
|                 if not somethingRendered or outOfTime then
 | |
|                     Citizen.Wait(sleep * (2/3))
 | |
|                 end
 | |
|             end, slices)
 | |
| 
 | |
|             -- Unrender entities that are out of slice
 | |
|             -- Run only if the slice has changed (so something can be out of the slice and need to be unrendered)
 | |
|             if lastSlice ~= currentSlice then
 | |
|                 local entities = GlobalState.Entities
 | |
| 
 | |
|                 for netId, data in pairs(LocalEntities) do
 | |
|                     local entityData = entities[data.slice][netId]
 | |
|                 
 | |
|                     if not CanEntityBeRendered(netId, entityData) then
 | |
|                         UnrenderLocalEntity(netId)
 | |
|                     end
 | |
|     
 | |
|                     Citizen.Wait(sleep * (1/3))
 | |
|                 end
 | |
| 
 | |
|                 lastSlice = currentSlice
 | |
|             end
 | |
| 
 | |
|             if DebugRendering then
 | |
|                 print("end", GetGameTimer() - start)
 | |
|             end
 | |
| 
 | |
|             lastNEntities = nEntities
 | |
|             Citizen.Wait(Config.UpdateCooldown)
 | |
|         end
 | |
|     end)
 | |
| end
 | |
| 
 | |
| RegisterNetEvent("Utility:Net:RefreshModel", function(uNetId, model)
 | |
|     local start = GetGameTimer()
 | |
|     while not LocalEntities[uNetId] and (GetGameTimer() - start < 3000) do
 | |
|         Citizen.Wait(1)
 | |
|     end
 | |
| 
 | |
|     if LocalEntities[uNetId] then
 | |
|         -- Wait for the entity to exist and be rendered (prevent missing model replace on instant model change)
 | |
|         while not UtilityNet.IsReady(uNetId) or IsNetIdBusy(uNetId) do
 | |
|             Citizen.Wait(100)
 | |
|         end
 | |
|         SetNetIdBeingBusy(uNetId, true)
 | |
| 
 | |
|         -- Preserve the old object so that it does not flash (delete and instantly re-render)
 | |
|         local oldObj = LocalEntities[uNetId].obj
 | |
|         local _state = Entity(oldObj).state
 | |
|         _state.preserved = true
 | |
| 
 | |
|         UnrenderLocalEntity(uNetId)
 | |
| 
 | |
|         -- Tamper with the entity model and render again
 | |
|         local entityData = UtilityNet.InternalFindFromNetId(uNetId)
 | |
| 
 | |
|         if not entityData then
 | |
|             error("RefreshModel: entity with uNetId: "..tostring(uNetId).." cant be found")
 | |
|             return
 | |
|         end
 | |
| 
 | |
|         entityData.model = model
 | |
| 
 | |
|         SetNetIdBeingBusy(uNetId, false)
 | |
|         RenderLocalEntity(uNetId, entityData)
 | |
| 
 | |
|         local time = GetGameTimer()
 | |
|         -- Wait for the entity to exist and be rendered
 | |
|         while not UtilityNet.IsReady(uNetId) do
 | |
|             if GetGameTimer() - time > 3000 then
 | |
|                 break
 | |
|             end
 | |
| 
 | |
|             Citizen.Wait(1)
 | |
|         end
 | |
| 
 | |
|         -- Delete the old object after the new one is rendered (so that it does not flash)
 | |
|         DeleteEntity(oldObj)
 | |
|     end
 | |
| end)
 | |
| 
 | |
| RegisterNetEvent("Utility:Net:RefreshCoords", function(uNetId, coords)
 | |
|     local start = GetGameTimer()
 | |
|     while not LocalEntities[uNetId] and (GetGameTimer() - start < 3000) do
 | |
|         Citizen.Wait(1)
 | |
|     end
 | |
|     
 | |
|     if LocalEntities[uNetId] then
 | |
|         while not UtilityNet.IsReady(uNetId) or IsNetIdBusy(uNetId) do
 | |
|             Citizen.Wait(100)
 | |
|         end
 | |
| 
 | |
|         SetNetIdBeingBusy(uNetId, true)
 | |
|         SetEntityCoords(LocalEntities[uNetId].obj, coords)
 | |
|         SetNetIdBeingBusy(uNetId, false)
 | |
|     end
 | |
| end)
 | |
| 
 | |
| RegisterNetEvent("Utility:Net:RefreshRotation", function(uNetId, rotation)
 | |
|     local start = GetGameTimer()
 | |
|     while not LocalEntities[uNetId] and (GetGameTimer() - start < 3000) do
 | |
|         Citizen.Wait(1)
 | |
|     end
 | |
| 
 | |
|     if LocalEntities[uNetId] then
 | |
|         while not UtilityNet.IsReady(uNetId) or IsNetIdBusy(uNetId) do
 | |
|             Citizen.Wait(100)
 | |
|         end
 | |
| 
 | |
|         SetNetIdBeingBusy(uNetId, true)
 | |
|         SetEntityRotation(LocalEntities[uNetId].obj, rotation)
 | |
|         SetNetIdBeingBusy(uNetId, false)
 | |
|     end
 | |
| end)
 | |
| 
 | |
| RegisterNetEvent("Utility:Net:EntityCreated", function(_callId, uNetId)
 | |
|     local attempts = 0
 | |
| 
 | |
|     while not UtilityNet.DoesUNetIdExist(uNetId) do
 | |
|         attempts = attempts + 1
 | |
| 
 | |
|         if attempts > 5 then
 | |
|             if DebugRendering then
 | |
|                 error("EntityCreated", uNetId, "id not found after 10 attempts")
 | |
|             end
 | |
|             return
 | |
|         end
 | |
|         Citizen.Wait(100)
 | |
|     end
 | |
| 
 | |
|     if CanEntityBeRendered(uNetId) then
 | |
|         if DebugRendering then
 | |
|             print("RenderLocalEntity", uNetId, "EntityCreated")
 | |
|         end
 | |
| 
 | |
|         RenderLocalEntity(uNetId)
 | |
|     end
 | |
| end)
 | |
| 
 | |
| RegisterNetEvent("Utility:Net:RequestDeletion", function(uNetId)
 | |
|     if LocalEntities[uNetId] then
 | |
|         DeletedEntities[uNetId] = true
 | |
|         UnrenderLocalEntity(uNetId)
 | |
|     end
 | |
| end)
 | |
| 
 | |
| Citizen.CreateThread(function()
 | |
|     while DebugRendering do
 | |
|         DrawText3Ds(GetEntityCoords(PlayerPedId()), "Rendering Requested Entities: ".. #busyEntities)
 | |
|         Citizen.Wait(1)
 | |
|     end
 | |
| end)
 | |
| 
 | |
| -- Exports
 | |
| UtilityNet.GetEntityFromUNetId = function(uNetId)
 | |
|     return LocalEntities[uNetId]?.obj
 | |
| end
 | |
| 
 | |
| UtilityNet.GetUNetIdFromEntity = function(entity)
 | |
|     for k, v in pairs(LocalEntities) do
 | |
|         if v.obj == entity then
 | |
|             return k
 | |
|         end
 | |
|     end
 | |
| end
 | |
| 
 | |
| exports("GetEntityFromUNetId", UtilityNet.GetEntityFromUNetId)
 | |
| exports("GetUNetIdFromEntity", UtilityNet.GetUNetIdFromEntity)
 | |
| exports("GetRenderedEntities", function() return LocalEntities end)
 | 
