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@project-error/pe-utils

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Project Error Utilities

A collection of useful utilities for the v8 ScRT within the CFX platform.

license npm next package Discord David Dependabot Status

Installation

This package is available as an npm package.

# npm installation
npm install @project-error/pe-utils

# yarn installation
yarn add @project-error/pe-utils

⚠️Note: This project is currently in active development and may be unstable for the forseeable future

Features

  • Promisified net events
  • RPC system allowing for remote client calls from the server
  • TypeScript wrapped natives allowing for more fluid static typing through generics
  • NUI Proxy system that allows for NUI to fetch server side data without breaking the HTTP request
  • TypeScript first with declarations generated from source (vanilla JavaScript is still compatible)
  • General wrappers to make development easier within the runtime

Official Examples

You can find official examples at this GitHub Repo. These are both in TypeScript as well as regular JavaScript

Function Documentation

Inline documentations is also included for almost all of the current functions & methods.

Promisified Net Events

This package adds the ability to utilize promisified net events. Essentially a small promise wrapper around events. When using this system it is wise to keep in mind that events are transmitted over UDP and not TCP, this can lead to issues if a player has poor internet speeds. There is a default timeout of 15 seconds which can be lowered or raised.

Example

// Client Side
import { ClientUtils, RegisterNuiCB, PromiseEventResp } from "@project-error/pe-utils";

interface ServerResponseData {
data1: number;
data2: number;
data3: number;
}

const clUtils = new ClientUtils();

// NUI Callback wrapped for v8
RegisterNuiCB("someCallbackEvent", async (data: unknown, cb: (any) => void) => {
try {
const serverResp = await clUtils.emitNetPromise<PromiseEventResp<ServerResponseData>>("fetchEvent");
cb(serverResp);
} catch (e) {
console.error(`Error encountered: ${e.message}`);
}
});
// Server Side
import { ServerUtils } from "./sv_utils";
import { ServerPromiseResp } from "./sv_utils.types";

interface IncomingData {
thing1: string;
thing2: number;
}

interface ReturnData {
respData1: number;
respData2: string;
}

const svUtils = new ServerUtils();

svUtils.onNetPromise<RequestData, ServerPromiseResp<ReturnData>>("fetchEvent", (req, resp) => {
const playerSrc = req.source;

// Do some logic to get resp data on the server

const respObj: ServerPromiseResp<ReturnData> = {
status: "ok",
data: {
respData1: 12345,
respData2: "adadsadasda",
},
};
// Sent back to the client to resolve
resp(respObj);
});

RPC System

// Client Side
interface ServerDataObj {
coolStuff: string;
amICool: boolean;
}

clientUtils.registerRPCListener<ServerDataObj>("niceEvent", data => {
const playerPed = PlayerPedId();
// This is the optional data sent by the server, you can
// use it for logic if needed
console.dir(data);

const [x, y, z] = GetEntityCoords(playerPed, false);
// We return an object here to the server with x, y, z
return { x, y, z };
});
// Server Side
RegisterCommand(
"debugTest",
async (src: number) => {
try {
// Lets call our RPC and print the result. This is a promise, so we must await
const coordObj = await svUtils.callClientRPC<Vector3>("niceEvent", src, {
coolStuff: "adadadada",
amICool: false,
});

console.log("Returned data:");
console.dir(coordObj);
} catch (e) {
console.error(e);
}
},
false
);

TODO: Further Explanations

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