Lib: server
@aicore-fivem/lib/server - every server helper with its signature, and the Lua aiLib twin where one exists.
import { onClientCallback, inventory, online, fail } from "@aicore-fivem/lib/server";The server entry also re-exports the /fivem helpers: see Lib: shared and fivem. The last column names the Lua twin on aiLib (Lib for Lua).
Client input
Every client request goes through the gate: real player check, rate limit, guards, an argument parser, optionally one call at a time.
| Helper | What | Lua |
|---|---|---|
onClientCallback(name, handler, options?) / onClientCallback(name, { args, guards?, rate?, lock? }, handler) | Answers triggerServerCallback; args turns raw values into checked ones (null refuses). | onClientCallback (options rate, lock, ace) |
onClientEvent(name, handler, options?) / onClientEvent(name, { args, ... }, handler) | A net event from a client, through the same gate. | onClientEvent |
triggerClientCallback(name, source, args = [], timeoutMs?): Promise<unknown> | Asks a client (onServerCallback there). | triggerClientCallback |
isAdmin(ace?), hasCharacter(), near(point | (source) => point, metres) | Guards for guards: [...]. | isAdmin(source, ace?) |
eventSource(): number | The player who sent the event (read before the first await). | |
isOnline(source): boolean | Whether the player is connected. | |
progressFor(source, { label, duration, anim?, scenario?, face?, allowVehicle?, canCancel?, freeze?, disable?, minRatio? }): Promise<boolean> | A timed action the server checks: ai-lib's bar on the player's client, true only when it ran out there and enough time passed here. | progressFor (waits) |
minigameFor(source, { game, difficulty?, rounds?, keys?, pins?, picks?, minMs? }): Promise<"won" | "lost" | "broken"> | A skill check or lockpick a server flow needs; a win sooner than minMs counts as lost. | minigameFor (waits) |
new PendingActions({ minRatio? }): start(source, data, ms), take(source, token), peek, cancel | Dialogs the server waits for: a token, freed on drop. |
onClientCallback(
"repair",
{ args: oneArg(readId), guards: [hasCharacter()], lock: true },
async (source, netId) => {
if (!inventory.hasItem(source, "repairkit")) return fail("NO_KIT");
if (!(await progressFor(source, { label: t("REPAIRING"), duration: 8000 })))
return fail("CANCELLED");
inventory.removeItem(source, "repairkit");
return { ok: true };
},
);aiLib.onClientCallback('repair', function(source, netId)
if not aiLib.inventory.hasItem(source, 'repairkit') then return aiLib.fail('NO_KIT') end
if not aiLib.progressFor(source, { label = 'Repairing', duration = 8000 }) then
return aiLib.fail('CANCELLED')
end
aiLib.inventory.removeItem(source, 'repairkit', 1)
return { ok = true }
end, { lock = true })Players
| Helper | What | Lua |
|---|---|---|
onCharacter({ loaded(source, character), unloaded(source, charId, reason) }) | Character load and unload; also replays characters loaded before a restart. | onCharacter |
online.sources(), online.character(source), online.charId(source), online.name(source, { fallback? }) | Loaded players, mirrored from ai-core's events. | online.sources, character, name(src, fallback) |
online.jobs(source), online.gangs(source), online.jobGrade(source, job), online.gangGrade(source, gang) | Memberships; a grade is null when not a member. | same names |
online.dutyJob(source), online.onDutyIn(source, jobs), online.onDutyFor(job), online.countOnDuty(jobs) | Duty. | online.dutyJob |
online.jobMembers(job), online.gangMembers(gang) | Live member sets (copy before an await). | |
online.allows(source, rule: AccessRule): boolean | Whether the player may use a place. | |
notify(source, text, kind = "info", duration?) | A notification card on that player's screen. | notify(source, text, kind?, duration?) |
playersNear(source, radius), playersNearEntity(entity, radius) | Players around, from the OneSync scope (up to about 424 m). | same names |
nearestPlayerTo(source, metres, filter?): number | null | The closest other player. | nearestPlayerTo |
coordsOf(source), entityCoords(entity), isNear(source, point, metres) | Positions. | |
vehicleOf(source, { driver? }): number | The vehicle the player sits in (0 on foot). | |
new PlayerMap({ onDrop? }) | A Map that empties itself when a player drops. | |
new Cooldowns(), new KeyedCooldowns(): ready, start, take(key, ms), left, clear | Cooldowns per player, or per any key (character id, door). | |
new SourceLock(): run(source, busy, task), release | One action at a time per player across several callbacks. | |
new RateLimit(count, windowMs): take(source), release(source) | A per-player burst limit. | RateLimit.new(count, windowMs) |
new KeyWatchers(): watch(source, key), stop, of(key), keyOf(source) | Players who get one key's deltas (an open screen). |
Through AI Core
| Helper | What | Lua |
|---|---|---|
inventory.addItem(inv, item, count = 1, metadata?, slot?), removeItem, getItemCount, hasItem, canCarryItem, getItems, clearInventory, registerStash, openInventory, registerUsableItem, getItemDefinition | Items through the active inventory. | inventory (same names) |
vehicleKeys.give(source, vehicle, purpose = "temporary"), remove, has | Keys through the active key system. | vehicleKeys |
phone.number, sourceOf, hasPhone, mail, message, notify | The player's phone. | phone |
dispatch.alert(alert): boolean | A police alert through the active alert system. | dispatch.alert |
prison.jail(source, minutes, by = 0), release, timeLeft | Jail sentences. | prison |
world.getWeather(), setWeather(type), getTime(), setTime(hour, minute = 0), setBlackout(on), freezeTime(on) | Time and weather of the running weather script. | world |
medical.revive(source), heal, isDead, provider() | The running death script. | |
appearance.get(charId): Promise<CharacterAppearance | null>, provider() | A character's stored look. | appearance.get (waits), provider |
money.transfer(from, to, amount, reason?, fee?): boolean | Two accounts in one transaction. | |
buckets.acquire(tag), buckets.release(id) | Routing buckets, freed when the resource stops. | |
characters.setOfflinePosition(charId, { x, y, z, heading? }) | A stored character's spawn point. | |
definitions.job(name), definitions.gang(name) | Job and gang definitions, cached until the panel changes them. | |
isPrimeTime(job?): boolean | Prime time of a job. | |
aiLog(channel, message, options?), aiLogChannels(channels) | Logs through ai-core. | aiLog |
Vehicles and entities
| Helper | What | Lua |
|---|---|---|
spawnVehicle({ model, coords, asker | type, plate?, fuel?, keysTo?, purpose?, driver?, seats?, props?, setup?, locked?, bucket?, persistent?, bags? }): Promise<number | null> | A server vehicle with plate, fuel, keys, look, seats and bucket in one call. | spawnVehicle (waits) |
vehicleType(model, asker): Promise<string | null> | A model's spawn type, null when the game has no such vehicle. | |
randomPlate(prefix?): string | A game-like plate. | |
nearestVehicleTo(source, metres, filter?), nearestVehicleAt(point, metres, filter?) | The closest vehicle (walks every vehicle: rate-limit the action). | nearestVehicleTo |
entityFromNet(netId, type?), pedFromNet(netId), vehicleFromNet(netId) | A live entity from a client's net id, or 0. | vehicleFromNet |
vehicleNearPlayer(source, netId, { metres = 5, driver? }): number | The vehicle, when the player is near it. | vehicleNearPlayer |
const vehicle = await spawnVehicle({
model: "taxi",
coords: { x: 895.4, y: -179.3, z: 74.7, w: 238 },
asker: source,
keysTo: source,
purpose: "job",
driver: source,
});Commands, panel, data
| Helper | What | Lua |
|---|---|---|
addCommand(name | [name, ...aliases], { help, params, restricted }, (source, args, raw) => ...) | A command: parsed params, ACE checked, listed in the panel. | addCommand |
new AdminPanel(schema): get, onChange, view, records, onAction, rule | A script's panel store: schema, validation, save, deltas. | |
new DataFile(resource, name, log) | Panel content in data/*.json with atomic writes. | |
createDatabaseTables(resource, file): Promise<void> | Installs sql/main.sql. | |
new WriteQueue(onError): push(label, task), idle() | Database writes one after another. | |
new AreaStream({ event, view, cellSize?, range?, chunk?, alsoTo?, extra? }) | World objects streamed to the players around them: a snapshot, then only changes. | |
EntityState, PlayerState, GlobalKey, GlobalGroup (with set) | State bags; the server classes write. |
addCommand(
"heal",
{
help: t("CMD_HEAL"),
params: [{ name: "id", type: "playerId", optional: true }],
restricted: true,
},
(source, args) => medical.heal(args.id ?? source),
);