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  1. .
  2. Hello, i want connect my db with my server but that error shows in console. How i can solve it? https://i.imgur.com/g9OiaFF.png https://i.imgur.com/keAgOVK.png
  3. Hello everyone! Many of you have decided to use Entity Framework instead of raw SQL but failed somehow in the process (myself included)! This is why I am creating this quick guide with some examples on how to use Entity Framework Core with MySQL database in RAGEMP C# gamemode. It's not perfect, but it will work just fine. If you find a mistake or have a better way of doing something, please let me know! Let's start! Requirements: - Visual Studio 17 or better - Net Core 2.2 - RageMP C# 0.3.7 - MySQL database (I use XAMPP) 1. First, you will need some dependencies. Open up the nuget package manager and add these dependencies to your project: Microsoft.EntityFrameworkCore - Version 2.2.0 Microsoft.EntityFrameworkCore.Tools - Version 2.2.0 Pomelo.EntityFrameworkCore.MySql - Version 2.1.4 Pomelo.EntityFrameworkCore.MySql.Design - Version 1.1.2 Pomelo.EntityFrameworkCore.MySql is a MySQL provider. There are many more providers, but Pomelo's is just fine. How it looks when everything's added: NOTE: As of writing this, you have to use exactly those versions I had screenshot above! 2. Now we are ready to create a DbContext class. I will just copy and paste and explain needed with comments! using System; using System.Collections.Generic; using System.Reflection; using System.Text; using Microsoft.EntityFrameworkCore; using Microsoft.EntityFrameworkCore.Design; namespace EFCoreTutorial { public class DefaultDbContext : DbContext { // Connection string, more details below private const string connectionString = "Server=localhost;Database=efcoretutorial;Uid=root;Pwd="; // Initialize a new MySQL connection with the given connection parameters protected override void OnConfiguring(DbContextOptionsBuilder optionsBuilder) { optionsBuilder.UseMySql(connectionString); } // Account model class created somewhere else public DbSet<Account> Accounts { get; set; } } } Server = the address of the server, in this case localhost Database = name of the database Uid = user accessing the database Pwd = database password, leave empty if none 3. Create a model class, in this case it's called Account using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; using System.Text; namespace EFCoreTutorial { public class Account { [Key] public int Id { get; set; } public string Username { get; set; } public string Password { get; set; } } } 4. Let's make a simple registration command. using System; using System.Collections.Generic; using System.Linq; using System.Text; using GTANetworkAPI; namespace EFCoreTutorial { public class Commands : Script { [Command("register")] public void AccountCmdRegister(Client player, string username, string password) { RegisterAccount(player, username, password); NAPI.Chat.SendChatMessageToPlayer(player, "~g~Registration successful!"); } public static void RegisterAccount(Client client, string username, string password) { // create a new Account object var account = new Account { Username = username, Password = password }; // When created like this, the context will be immediately deleted AKA disposed. // This will make sure you don't have slowdowns with database calls if one day your server becomes popular using (var dbContext = new DefaultDbContext()) { // Add this account data to the current context dbContext.Accounts.Add(account); // And finally insert the data into the database dbContext.SaveChanges(); } } } } 4a. To check if you are properly connected to the database without going into the game, make a query when a resource starts, for example: using System; using System.Collections.Generic; using System.Linq; using System.Text; using GTANetworkAPI; namespace EFCoreTutorial { public class Main : Script { [ServerEvent(Event.ResourceStart)] public void OnResourceStart() { using (var dbContext = new DefaultDbContext()) { var playerCount = dbContext.Accounts.Count(); NAPI.Util.ConsoleOutput("Total players in the database: " + playerCount); } } } } 5. Before we can test the command or the above example, we need to make a migration. Manual migrations are the only way as of EF Core. To use them in our gamemodes which are most often only libraries (.dlls), we need to "trick the system" into thinking our gamemode is executable. The easiest way is to "create" a console application. First, open your project properties, ALT + F7. Change output type to "Console Application" Save with CTRL + S! Create a new class called Program.cs with the code below: using System; using System.Collections.Generic; using System.Text; namespace EFCoreTutorial { public class Program { public static void Main(string[] args) { } } } Yes, that's right. You only need the Main method. It's because the console app approach looks for "Main" as a starting point. Save and build the project! Now let's make the first migration. Open up the Package Manager Console and type "add-migration FirstMigration" (FirstMigration is only the name). After the migration class has been created, type once again into the console "update-database". The very first migration is now added and inside your database you will find Accounts table: Note: If there are any errors by this stage, then you are most likely not connected to your Database. This guide will not cover that! 6. We are almost done. For server to properly work, it will need runtime dlls. When you first start RAGEMP client, you will download some runtime files. Those are not enough and you have to take some extra steps. Go to the "RAGEMP" root folder, then "dotnet" folder and copy everything. Paste it inside the "runtime" folder (RAGEMP\server-files\bridge\runtime). When you build your project, it will also give you runtime files. Copy everything from bin/debug/netcoreapp2.2 (default build path) except Bootstrapper.dll , Newtonsoft.Json.dll and everything that starts with YourProjectName (EFCoreTutorial in my case). Paste it once again inside the "runtime" folder (RAGEMP\server-files\bridge\runtime). Finally, open YourProjectName.csproj with notepad and add this line <CopyLocalLockFileAssemblies>true</CopyLocalLockFileAssemblies> like so: Save and close. 7. You are all set up! From now on you don't have to worry about missing runtimes, errors and whatnot. This is everything Entity Framework Core requires to work properly in RAGEMP. Changelog: - Added appsettings.json, a better way of handling connection strings. Thanks @horseyhorsey! - Some clarification - Cleaned and updated the code per @Adam's suggestion This was my first tutorial/guide. Leave feedback and opinions. Thank you for reading! xForcer
  4. adri1

    SAMP Dialogs

    Version 1.0.0

    886 downloads

    SA-MP Dialogs for RAGE MP (C# clientside). This is my first resource so may contains bugs... You must enable C# clientside! Usage is simple: examples in Test.cs Dialog(string dialog_name, string dialog_caption, string dialog_info, string[] dialog_buttons, string[] dialog_list_items = null, string dialog_input = null, string dialog_password_input = null)
  5. Hey, I'm trying to add a custom event but getting "Object reference not set to an instance of an object" error instead. Exception details: [ServerEvent(Event.ResourceStart)] public void OnResourceStart() { Events.Add("sendhelloworld", SendHelloWorld); } private void SendHelloWorld(object[] args) { NAPI.Util.ConsoleOutput("Hello world."); } [Command("hey")] public void TriggerHelloWorld(Player sender) { Events.CallLocal("sendhelloworld", sender); }
  6. Using Microsoft Dependency Injection in RAGE:MP I used # instead of dot, cause security reasons of page. Intro After some time of researching how to implement dependency injection in RAGE MP C sharp script, I finally found correct way to use it.I didnt find any good solution on Discord or forum, so I wanted to share with you this knowledge, so you dont need to waste your time if you choose to use it in your project. I will not upload it on github but I will try to explain every part of code to details. If you guys have any question, ask I will help back. Concept of Dependency Injection Concept of dependency injection may be little bit complicated for beginners so I will paste some documents from WEB so you get basic idea of using this. If you understand concept skip this part. In object-oriented programming (OOP) software design, dependency injection (DI) is the process of supplying a resource that a given piece of code requires. The required resource, which is often a component of the application itself, is called a dependency. Dependency injection can be useful when working with large applications because it relieves various code modules from the task of instantiating references to resources and allows dependencies -- even mock dependencies -- to be swapped out easily, which can make unit testing easier. -https://www.techtarget.com/searchapparchitecture/definition/dependency-injection Like I sad for beginners it may be complicated, I copied this text just so you know basics of DI. What is DI and why its useful. In my example I will have script with WorldWeather service implemented inside DI in different ways. In couple of examples I will show you what is Transient, Scoped, Singleton services in DI concept. Script structure ServiceContainer#cs Starting#cs Services - FOLDER App#cs App2#cs WorldWeather#cs Add this elements to your empty project. Be careful, all Services must be inside folder ( It doesn't matter how folder is called ), while Starting#cs, ServiceContainer#cs should be in ROOT folder of your project. Just like this on image... ServiceContainer.cs - file Create ServiceContainer#cs class and copy next code inside: public static class ServicesContainer { public static ServiceProvider serviceProvider; public static IServiceScopeFactory serviceScopeFactory; public static void Init() { var services = ConfigureServices(); serviceProvider = services.BuildServiceProvider(); serviceScopeFactory = serviceProvider.GetService<IServiceScopeFactory>(); } public static IServiceCollection ConfigureServices() { IServiceCollection services = new ServiceCollection(); var config = LoadConfiguration(); services.AddSingleton(config); services.AddScoped<WorldWeather>(); return services; } public static IConfiguration LoadConfiguration() { var builder = new ConfigurationBuilder() .SetBasePath(Directory.GetCurrentDirectory()) .AddJsonFile("appsettings.json", optional: true, reloadOnChange: true); return builder.Build(); } } Starting.cs - file Create Starting#cs class and copy next code inside. public class Starting : Script { public Starting() : base() { ServicesContainer.Init(); } } WorldWeather.cs Create WorldWeather#cs class inside Services folder and copy next code inside. public class WorldWeather : Script { public Guid _Id { get; set; } private string CurrentWeather { get; set; } = string.Empty; private string[] Weathers = { "\x1b[92m Sunny", "\x1b[95m Rainy", "\x1b[96m Windy", "\x1b[94m Freezing cold", "\x1b[91m Boiling hot", "Cloudy" }; public WorldWeather() { _Id = Guid.NewGuid(); Random rnd = new Random(); CurrentWeather = Weathers[rnd.Next(Weathers.Length)]; } public string GetWeather() { return $"\x1b[39m Weather Service - with ID: {_Id} is saying... Outside is {CurrentWeather}"; } } App.cs - file Create App#cs class inside Services folder and copy next code inside. public class App : Script, IDisposable { private IServiceScopeFactory scopeFactory = ServicesContainer.serviceScopeFactory; private IServiceScope _scope; public App() { _scope = scopeFactory.CreateScope(); } public void Dispose() { _scope.Dispose(); } [ServerEvent(Event.PlayerConnected)] public void OnPlayerConnected(Player player) { var Weather = _scope.ServiceProvider.GetService<WorldWeather>(); var Weather2 = _scope.ServiceProvider.GetService<WorldWeather>(); NAPI.Util.ConsoleOutput(Weather.GetWeather()); NAPI.Util.ConsoleOutput(Weather2.GetWeather()); } } App2.cs - file Create App2#cs class inside Services folder and copy next code inside. Code is same as App#cs but different class and constructor name. public class App2 : Script, IDisposable { private IServiceScopeFactory scopeFactory = ServicesContainer.serviceScopeFactory; private IServiceScope _scope; public App2() { _scope = scopeFactory.CreateScope(); } public void Dispose() { _scope.Dispose(); } [ServerEvent(Event.PlayerConnected)] public void OnPlayerConnected(Player player) { var Weather = _scope.ServiceProvider.GetService<WorldWeather>(); var Weather2 = _scope.ServiceProvider.GetService<WorldWeather>(); NAPI.Util.ConsoleOutput(Weather.GetWeather()); NAPI.Util.ConsoleOutput(Weather2.GetWeather()); } } Result - WorldWeather is Scoped service in DI In this example I have scoped my WorldWeather service in dependency injection. We can se how 2 instances of WorldWeather is created. This is because we have created 2 scopes (App and App2). Every scope is creating one instance of WorldWeather and printing 2 times weather. Also with ID we can see only 2 different IDs. Result - WorldWeather is Transient service in DI In this example we can see that not even 1 message is same. This is why every time we call WorldWeather service, DI will create new instance of it, no matter in which scope it is... Result - World Weather is Singleton service in DI In this example we can se how every single message is the same, IDs and weathers are same in all 4 messages. This is because our DI created just one instance of WorldWeather service and every time we call it, DI will return same instance. Conclusion We saw how different types of services are acting in our script. We have scoped which return same instance inside the scope, Transient which return different instance per service request and Singleton which returns same instance every per service request. var Weather = _scope.ServiceProvider.GetService<WorldWeather>(); This is called injection, where we inject our class. In ASP.NET applications ... We are injecting services with constructor, but in case of RAGE:MP its not possible ( or maybe is, but I didnt find easy and working way) Dependency injection is great for managing your code and building your script, also for testing entire application or easy switching between services. In my tutorial I didnt use Interfaces ( wanted to keep it simple ). This is not 100% proper way of implementing DI in applications. Dont use DI if you find it complicated, first google more information about this concept, and use my example for implementing it to your script. Dont forget that ServiceContainer#cs and Staring#cs should be in root component without any other classes. This is because when you start rage mp server there is not correct way of loading classes, it is loaded randomly so it can happen that script will throw you exception. Every time you create new service which you want to use in DI, dont forget to add it in ServiceContainer as Singleton,Transient or Scoped service. All your NuGet packages should be same version ( List of dependencies is below ). Needed Dependencies for DI Microsoft Extensions Configuration Json (3.1.32) Microsoft Extensions Dependency Injection (3.1.32) Microsoft Extensions Dependency Injection Abstractions (3.1.32)
  7. CREATING SERVER SIDE SCRIPT USING ENTITY FRAMEWORK CORE AND POSTGRESQL - Intro After little bit of researching, and learning a bit more about EF core, I made a decision to create tutorial how to implement it in RAGE-MP script with PostgreSQL. First of all... This tutorial may not be perfect, but all members can write ideas and different approaches. If we all find it better, I will modify this tutorial. Also, this tutorial is not made for complete new guys in programming and scripting in RAGE-MP. Not because I think someone cant do it, but this is a bit complex and may not be perfect for new guys... After all, all are welcome to try and I will try to give the answer on any question you submit. - Entity Framework Core Intro I will try to simplife this story behind Entity Framework Core. For much more details you can Google it and find it on Microsoft official page. Micosoft Entity Framework In my words: Entity Framework Core is data access technology which help us by-pass writing queries to database and make our project cleaner. EF Core is using model type approache where we write our models in the shape of c# classes. In this way EF Core will generate all necessary queries to create new table in context of our model written in c# with neccessery primary key and foreign keys to our database. What is primary and foreign keys ??. This may look to complicated and stupid, and it would be if you are creating simple small scripts in RAGE-MP. Maybe there is no need for this, but I think there is a lot of developers who wants to create some roleplay script which is becoming over complicated in short amount of time. One more thing that is really important before using EF Core. That is LINQ ( Language-Integrated Query ) library. I will not get into it, because its contain a lot of functions and this is not point of this tutorial. Check LINQ here ! - PostgreSQL Database Intro I am not expert in databases and cant tell you which one is better and faster or which one should you use for your project. I prefer PostgreSQL because its FREE and simple to use. Dont care about speed and technical specification. Syntax is similar to SQL (not the same) and most important like I said its free. If you prefer more SQL, MySQL or SQLite you can use it also with EF Core just need to download correct NuGet for your database. In this tutorial I will move fast through this section and show you only how to download PostgreSQL, create instance of your server and couple of simple steps how to update or add new row in your table. So lets start with database first ... - Downloading and installing PostgreSQL - 1. Lets visit PostgreSQL and download installation setup. PostgreSQL Download LINK. Download the installation file and run it. - 2. After download, open it and move through installation setup. Choose your components to be installed. You dont need stack builder so you can uncheck that if you want. - 3. Select your directory for database, press NEXT and then insert your password for super user account. Dont forget that password. You will use it for connecting to database server. - 4. Insert port on which database will run. Default port is 5432, if you want to run it on another port, be sure that its not use by some program. - 5. After all necessary inputs, just press next next next until its finish installation. You will need to restart your PC and its done. - 6. Lets open up pgAdmin that we have installed with postgreSQL. Navigate to installed folder of postgreSQL or write in window search bar "pgAdmin". - 7. You should have one server group called "Servers". Double click on it and pgAdmin will ask you for password. Remember password you wrote in installation setup? Enter that password. - 8. If you typed in correct password you will enter in that server group and find one server instance called "PostgreSQL 14". If you dont have it, you can create your own instance of server. - 9. That should be all from postgreSQL. Images are copied from tutorial "How to Downolad and Install PostgreSQL on Windows" written by Aleksandar Kovačevič. You can also check tutorial on This link to see more information about postgreSQL. - Installing NuGet packages and connecting to postgreSQL. In this tutorial I am using Visual Studio IDE with targeted framework 3.1... I first started with 2.0 because GTANetwork.API, then figured out that I need to make reference to Bootstrap.dll ... Never mind, you will see that I used EF core compatible with netcore 2.0 or greater. Stick with that! Also make sure that every NuGet package for EF Core is the same version! If its not you will have problems at migrations and updating data base. Follow the tutorial... I will make more notes about that through steps. - 1. Open your script in visual studio, In Solution Explorer press right mouse button > Go to "Manage NuGet packages" > Install next packages. - I highlighted versions on right side. You can see that they all have same version. When you open installation window, press dropdown menu and select that version "2.1.0" or if you are using greater netcore like 3.1 you need to check which version of following packages support your targeted framework. On next image I highlighted Dependencies. You see how 2.1.0 is using Version 2.0. This is because my Targeted framework is 2.0. To see your targeted framework press right mouse button in Solution Explorer > Properties > In section "Application/Taget framework" you can see your framework and change it if you want. - 2. Okey, now when we installed everything we need, lets create some code. We will start by creating new class called postgreSQL.cs in constructor we will create try catch block where we will try to connect to our postgreSQL. If we successfully connect to database we will print version of postgreSQL. If not we will print Exception. public string connectionString = "Host=localhost;Username=postgres;Password=mypassword;Database=postgres"; public postgreSQL() { NAPI.Util.ConsoleOutput("Trying to start postgreSQL script ..."); try { var connection = new NpgsqlConnection(connectionString); connection.Open(); var sql = "SELECT version()"; var cmd = new NpgsqlCommand(sql, connection); var version = cmd.ExecuteScalar().ToString(); NAPI.Util.ConsoleOutput($"Succesfully connected to PostgreSQL Version: {version}"); } catch (Exception ex) { NAPI.Util.ConsoleOutput($"Error: Can't connect to the database."); NAPI.Util.ConsoleOutput($"Exception: {ex.Message.ToString()}"); } finally { } } Check variable "connectionString". Its our connection string for postgreSQL. Host is your localhost or "127.0.0.1". Username you can find in pgAdmin clicking right mouse button on server "PostgreSQL 14" and going to Connection section of window. There you can find everything expect password. Password you need to input is password from postgreSQL installation for super user. Be sure to write everything right in connection string. Database we are using is postgres, also default made by postgreSQL. If you want you can create your new database called "Server" or something like that. Be sure that match with connection string database parameter. Also be sure to create instance of this object and call it in OnResourceStart or put it in contructor of starting class... public postgreSQL sqlConnection; public mainScript() { sqlConnection = new postgreSQL(); } WARNING: If you dont want to be asked for password from localhost you can change postgreSQL settings "pg_hba.conf" and below METHOD set everything as "trust". "pg_hba.conf" is in postgreSQL installation folder. In my case: C:\Program Files\PostgreSQL\14\data for more information about postgresql access visit THIS link. - Lets try to connect. If console will print PostgreSQL then we connected to our database. If will print exception. - As you can see I connected successfully to database and it printed installed verison. - 3. Now lets create new folder in our project. Right click on solution explorer > Add > Add new folder. Call it "DataContext". In DataContext folder create "DataContext.cs" class. Paste next code in that class. internal class DataContext : DbContext { public string connectionString = "Host=127.0.0.1;Database=server;Username=postgres;Password=mypassword"; protected override void OnConfiguring(DbContextOptionsBuilder optionsBuilder) => optionsBuilder.UseNpgsql(connectionString); } As you can see we have class DataContext that inherit DbContext, again connection string, and override function called "OnConfiguration". For now we dont need to sniff other possibilities... This is all we need for now. We will come back later when we create some models. So lets go... - 5. Create new folder in our project. Right mouse button on Solution Explorer > Add >New Folder. Lets call it "Models". In Models folder lets create classes, Right mouse button on folder "Models" > Add > Class... Lets call it "playerModel.cs", also create one more class and call it "weaponModel.cs". Okey we have some basic models. Copy this code and put inside playerModel and weaponModel. internal class playerModel { [Key] public Guid Id { get; set; } public string socialClubName { get; set; } public string rageName { get; set; } public string characterName { get; set; } public int healthBar { get; set; } public List<weaponModel> playerWeapons; } This is our playerModel properties. We have primary key Id. This is important. Lets say I didnt add Id property... Entity framework would give me a error, because this model doesnt have "Primary key". Also before Id property I added "Key" Decorator. Guid type object is not required. You can use also number. Pay attention to playerWeapons. Its a list that contain weaponModel. So player can have multiple weapons as we already know... Now lets put next code inside your "weaponModel.cs" class. internal class weaponModel { public Guid Id { get; set; } public string weaponName { get; set; } public int weaponAmmo { get; set; } public playerModel playerModel { get; set; } } This is our weaponModel properties. As you can see there is not much inside just few parameters. property playerModel is actually interesting. Why? Because EF Core will automatically create Foreign key that will refer to playerModel Id. This is called 1:n relationships where player can have MANY weapon models, but one weapon model can be owned just by one player! For more you visit This link. - 4. Lets go back to our "DataContext.cs" class. And add this models inside our context. internal class DataContext : DbContext { public DbSet<playerModel> playerModel { get; set; } public DbSet<weaponModel> weaponModel { get; set; } public string connectionString = "Host=127.0.0.1;Database=postgres;Username=postgres;Password=mypassword"; protected override void OnConfiguring(DbContextOptionsBuilder optionsBuilder) => optionsBuilder.UseNpgsql(connectionString); } You can see that we added 2 new properties inside over DataContext. Entity Framework will generate all code for us with this models. Its important to add it in DataContext. Not to much to say... If you are interested in what this actually do, google it. Lets move to another part. - 5. Lets create our first migrations. First lets create folder "Migrations" In our project. Right mouse button in Solution explorer > Add > Folder. Lets switch to Package Manager Console. You can open it in next steps... Tools > NuGet Package Manager >Package Manager Console. Should be opened in bottom of your Visual Studio IDE. Okey now lets make some migrations. In your Package Manager Console write next command. "firstMigration" is just a name of this migration. You can call it whatever you want. Add-Migration firstMigration If everything was without error you should see next text. You can also undo this snapshot with "Remove-Migration" if you missed something. Okey now lets update database. - 6. In the Package Manager Console input next command: "update-database". As you can see I had some problems with authentication. If you have similar problem refer to this text I wrote: After I change everything to trust, Console said "Applying migration '200220828182213_firstMigraton' > 'Done.' And now we know everything was done successfully... Lets check our database now. Open pgAdmin, connect to your server using your password. Navigate to database you are using. Go to Schemas > public >Tables. You should see 3 tables. We see _EFMigrationsHistory where all migrations will be stored and also our playerModel and weaponModel table. Lets check that also. Right mouse button on playerModel > View/Edit Data > All rows. We can see all properties we set in our playerModel class here in database... Expect playerWeapons List... Lets open weaponModel table in database... Here we can see playerModelId. So when player save some weapon it will be saved in weaponModel table, but it will refer on that player with foreign key. - 7. Okey now we done with everything... But how can we fetch data from database and store it on server. For purpose of this tutorial I made some class to fetch data from database and save data. Create new class with right mouse button in Solution Explorer > Add >Class.. Lets call it "OnPlayerLogin.cs" Put next code inside it... internal class OnPlayerLogin : Script { public DataContext dataContext; public OnPlayerLogin() { dataContext = new DataContext(); } [ServerEvent(Event.ResourceStart)] public void ResourceStart() { NAPI.Util.ConsoleOutput("OnPlayerLogin started"); } [ServerEvent(Event.PlayerSpawn)] public async void OnPlayerSpawn(Player player) { NAPI.Chat.SendChatMessageToPlayer(player, $"Hello {player.SocialClubName}"); await GetAllDataFromDatabaseAsync(player); var allProperty = typeof(playerModel).GetProperties(); foreach (PropertyInfo property in allProperty) { string EntityDataName = property.Name.ToString(); var result = NAPI.Data.GetEntityData(player, EntityDataName).ToString(); NAPI.Chat.SendChatMessageToPlayer(player, "propertyName ", EntityDataName); NAPI.Chat.SendChatMessageToPlayer(player, "value: ", result); } player.Health = NAPI.Data.GetEntityData(player, nameof(playerModel.healthBar)); } /// <summary> /// Async function that pull all data from database and store it with SetEntityData method. /// Data is stored in patern of given player model context. /// </summary> /// <param name="player"></param> /// <returns>System.Threading.Tasks.Task</returns> public async Task GetAllDataFromDatabaseAsync(Player player) { await Task.Run(() => { // Dont use social club name. Use Social club ID. var result = dataContext.playerModel.Where(x => x.socialClubName == player.SocialClubName).First(); var allProperty = typeof(playerModel).GetProperties(); foreach (PropertyInfo property in allProperty) { string EntityDataName = property.Name.ToString(); dynamic value = property.GetValue(result); NAPI.Data.SetEntityData(player, EntityDataName, value); NAPI.Util.ConsoleOutput($"{EntityDataName}: {property.GetValue(result)}"); } }); } /// <summary> /// Async function that save all data from GetEntityData method to Database. /// Data is saved in patern of given player model context. /// </summary> /// <param name="player"></param> /// <returns>System.Threading.Tasks.Task</returns> public async Task SaveAllDataToDatabaseAsync(Player player) { await Task.Run(() => { var result = dataContext.playerModel.Where(x => x.socialClubName == player.SocialClubName).First(); var allProperty = typeof(playerModel).GetProperties(); foreach (PropertyInfo property in allProperty) { string EntityDataName = property.Name.ToString(); property.SetValue(result, NAPI.Data.GetEntityData(player, EntityDataName)); } dataContext.SaveChanges(); }); } [Command("savedata", "Use /savedata", GreedyArg = true)] public void CMD_SavePosition(Player player) { NAPI.Chat.SendChatMessageToPlayer(player, "Started saving all your data. Please wait ..."); SaveAllDataToDatabaseAsync(player).ContinueWith(task => NAPI.Chat.SendChatMessageToPlayer(player, "Finished all saving ...")); } [Command("hp", "Use /hp", GreedyArg = true)] public void SetLowHP(Player player) { NAPI.Data.SetEntityData(player, nameof(playerModel.healthBar), 10); player.Health = 10; } } In code above 90% is just dump code for testing. Only 2 functions are important. Lets check them. /// <summary> /// Async function that pull all data from database and store it with SetEntityData method. /// Data is stored in patern of given player model context. /// </summary> /// <param name="player"></param> /// <returns>System.Threading.Tasks.Task</returns> public async Task GetAllDataFromDatabaseAsync(Player player) { await Task.Run(() => { // Dont use social club name. Use Social club ID. var result = dataContext.playerModel.Where(x => x.socialClubName == player.SocialClubName).First(); var allProperty = typeof(playerModel).GetProperties(); foreach (PropertyInfo property in allProperty) { string EntityDataName = property.Name.ToString(); dynamic value = property.GetValue(result); NAPI.Data.SetEntityData(player, EntityDataName, value); NAPI.Util.ConsoleOutput($"{EntityDataName}: {property.GetValue(result)}"); } }); } /// <summary> /// Async function that save all data from GetEntityData method to Database. /// Data is saved in patern of given player model context. /// </summary> /// <param name="player"></param> /// <returns>System.Threading.Tasks.Task</returns> public async Task SaveAllDataToDatabaseAsync(Player player) { await Task.Run(() => { var result = dataContext.playerModel.Where(x => x.socialClubName == player.SocialClubName).First(); var allProperty = typeof(playerModel).GetProperties(); foreach (PropertyInfo property in allProperty) { string EntityDataName = property.Name.ToString(); property.SetValue(result, NAPI.Data.GetEntityData(player, EntityDataName)); } dataContext.SaveChanges(); }); } This 2 functions are refering to our playerModel class, check for all properties inside and loop through it so we can pull it from database and store in SetEntityData function OR to Save it from GetEntityData to database. The magic behind this is after adding new properties to playerModel class, we need to create new migration with "Add-Migration" command, and "Update-Database", after that we are able to use our new properties and access it with very easy. Example is "/hp" command. Check next code. [Command("hp", "Use /hp", GreedyArg = true)] public void SetLowHP(Player player) { // nameof(playerModel.healthBar return "healthBar" as a string NAPI.Data.SetEntityData(player, nameof(playerModel.healthBar), 10); player.Health = 10; } - 8. Now lets test it. I will manualy add to my database my social club name and other parameters, lets check if its getting loaded inside game. Go to pgAdmin > playerModel table > View/Edit Data > All rows. Yellow button is for adding new row. I used online Guid generator from HERE. After adding data dont forget to press F6 to update playerModel table. Watch out! Dont press enter to add new line to columns case it will add "\n" sign for new line. Just check you dont have new lines in text editor inside pgAdmin when adding new text in some columns. We can see how game pulled from database. Lets check one more time code and for the end make conclusion on this tutorial. /// <summary> /// Async function that pull all data from database and store it with SetEntityData method. /// Data is stored in patern of given player model context. /// </summary> /// <param name="player"></param> /// <returns>System.Threading.Tasks.Task</returns> public async Task GetAllDataFromDatabaseAsync(Player player) { await Task.Run(() => { // Dont use social club name. Use Social club ID. var result = dataContext.playerModel.Where(x => x.socialClubName == player.SocialClubName).First(); var allProperty = typeof(playerModel).GetProperties(); foreach (PropertyInfo property in allProperty) { string EntityDataName = property.Name.ToString(); dynamic value = property.GetValue(result); NAPI.Data.SetEntityData(player, EntityDataName, value); NAPI.Util.ConsoleOutput($"{EntityDataName}: {property.GetValue(result)}"); } }); } - Tutorial Conclusion. This code is definitely not code you would use in your script. There is no any error handling or better management. That was not even the point of this tutorial. My point was to introduce you to EF Core and how you can use it in RAGE MP. We can see there is a little bit more work and preparation for script. But once you create everything right, every other step will be easier, also your code will be much cleaner. Unlucky for you didn't cover much more functions with LINQ. How to chain functions, get all weapon models where foreign key is connected with my account ... Also I didn't even used "using" keyword to dispose instance after program leaves that block where I call dataContext, which is not great. But like I said, main goal was not to create perfect script. If you guys find some problems in this tutorial, write it and I will try to fix it.
  8. Hello. I've been meddling around with the RageMP API and I've learned most of it myself with the help of the discord members. Shoutout to Xabi, Sake and everyone else for helping me out with this language. Anywho I've come to realise that when I had started out there was nothing that would guide me through the process of making a server or creating the script for that matter. So here I bring you a YouTube playlist of the RageMP C# language tutorial. It is still under progress but I keep uploading new tutorials daily. And I mostly describe most of the elements so the videos might seem longer than usual tutorials. But I'd suggest to not skip anything and go over everything that I have to offer thoroughly. And if you do like my tutorials then do subscribe and like it too! And happy coding!
  9. Version 1.0.0

    691 downloads

    This function helps you to add keys binding if you use C # client side ... Example of use : Tick Event KeyManager.KeyBind(0xA2, () => { Chat.Output("Key Bind Work"); }); KeyManager.KeyBind(KeyManager.KeyMouse, () => { Cursor.Visible = !Cursor.Visible; });
  10. Hello everyone. The third day I'm trying to get peds to perform tasks sequentially. uint newSequence = 1512412; RAGE.Game.Invoker.Invoke(RAGE.Game.Natives.OpenSequenceTask, new object[] { newSequence }); RAGE.Game.Invoker.Invoke(RAGE.Game.Natives.TaskVehicleDriveToCoord, new object[] { ped.Handle, veh.Handle, padPosition.X, padPosition.Y, padPosition.Z, 30, 0, veh.Model, (int)AI.DrivingMode.Rushed, 30, 0}); RAGE.Game.Invoker.Invoke(RAGE.Game.Natives.TaskVehicleDriveToCoord, new object[] { ped.Handle, veh.Handle, padPosition.X, padPosition.Y, padPosition.Z, 1, 0, veh.Model, (int)AI.DrivingMode.Rushed, 1, 0 }); RAGE.Game.Invoker.Invoke(RAGE.Game.Natives.CloseSequenceTask, new object[] { newSequence }); RAGE.Game.Invoker.Invoke(RAGE.Game.Natives.TaskPerformSequence, new object[] { ped.Handle, newSequence }); If you call them sequentially without using TaskSequence, then only the last task is executed. If you use TaskSequence (the example above), then Ped refuses to do anything at all. Please tell me how to make the tasks run sequentially. P.S References to ped and vehicle are correct, checked P.S.S Sorry for my bad english)
  11. Version 1.0.1

    612 downloads

    RAGEMP-DiscordIntegration This wrapper allows you easily create an instance of a discord bot within your RAGE:MP server. Features: 1. Send messages to discord from your RAGE:MP Server. 2. Send messages to your RAGE:MP Server from your Discord server. 3. Register specific channel for the bot to listen. (Can be changed during runtime). 3. Remove specific channel for the bot to STOP listening. (Can be changed during runtime). 4. Update bot status on setup and/or during runtime How to use the wrapper 1. Add the RAGEMP-DiscordIntegration.dll as a reference to your project in visual studio. 2. Make sure to place the three provided Discord.Net.xx.dll into your server/runtime folder. 3. Enjoy)))) How to set up 1. Create a new application on Discord Developers 2. Create a bot. 3. Invite bot to discord server. 4. Use the token from your bot to initialize the bot as shown in the example below. 5. Register/Remove channels from where your bot sends to all players. Example script. using GTANetworkAPI; using System; using System.Collections.Generic; using System.Text; public class Yes : Script { public Yes() { NAPI.Util.ConsoleOutput("Loaded: yes"); } [ServerEvent(Event.ResourceStart)] public void OnResourceStart() { Integration.DiscordIntegration.SetUpBotInstance("TOKEN_HERE", "RAGE:MP", Discord.ActivityType.Playing, Discord.UserStatus.DoNotDisturb); } [ServerEvent(Event.ChatMessage)] public async void OnChatMessage(Player player, string strMessage) { string strFormatted = $"[RAGE:MP] {player.Name}: {strMessage}"; await Integration.DiscordIntegration.SendMessage(3897429387492374, strFormatted, true).ConfigureAwait(true); } [Command("registerchannel")] public void RegisterDiscord(Player player, ulong discordChannelID) { bool bSuccess = Integration.DiscordIntegration.RegisterChannelForListenting(discordChannelID); player.SendChatMessage(bSuccess ? "Success" : "No Success"); } [Command("removechannel")] public void RemoveDiscordChannel(Player player, ulong discordChannelID) { bool bSuccess = Integration.DiscordIntegration.RemoveChannelFromListening(discordChannelID); player.SendChatMessage(bSuccess ? "Success" : "No Success"); } [Command("botstatus")] public async void UpdateBotStatusCommand(Player player, string gameName, Discord.ActivityType eActivityType, Discord.UserStatus eUserStatus) { await Integration.DiscordIntegration.UpdateBotStatus(gameName, eActivityType, eUserStatus).ConfigureAwait(true); } } Source code can be found on my github: https://github.com/JeremyEspresso/RAGEMP-DiscordIntegration Bugs or feature requests and what not. Just open an issue on the github and I will take a look soon™️.
  12. Version 2.0

    12927 downloads

    Hello everybody. Some weeks ago i made a post on this forum's spanish section releasing my old gamemode, which I have been porting to RAGE:MP right after the bridge was released for the first time. In the beginning it was only in spanish, so I didn't thought it was a good idea to release to the whole community, as not so many people here speak spanish (I guess) but, after seeing that more people than I had expected downloaded it and also taking the suggestion George made me, I decided to start translating it and also, allowing to be multilanguage in a future. That above is the main reason I'm writing this post, I want to release here my gamemode (even if the link is already in this forum) so all the people using this excelent mod can just start their development with a base gamemode, instead of making it from the scratch. I have to say that it's not 100% ported and translated but I will be working on it in my spare time, meaning this won't be an abandoned project, it will have continuous support and development. Any suggestion for the gamemode, any question or any issue, you can contact me on the forum, sending a PM or posting here. One last thing I have to point out is that I know the gamemode is not documented but please, understand that I can't explain how all the systems inside work, as it's quite big. Anyway in a near future I will be adding some wiki or documentacion explaining briefly its contents and a guide to know the structure maybe.
  13. Hey folks! I am currently trying to get the original events as I need a specific event that is not provided by Rage. I have tried using javascript to read the events using the three natives: - GET_NUMBER_OF_EVENTS - GET_EVENT_AT_INDEX - GET_EVENT_DATA Reading the events and outputting the eventId works fine, but I can't read the eventdata. I thought maybe it was just JavaScript and wrote a script in C# for it. Unfortunately I have the same problem there: GET_EVENT_DATA always returns FALSE and the passed variable 'eventData' does not change. The Script: using System; using System.Collections.Generic; using RAGE; namespace ClientEvents { public class Main : RAGE.Events.Script { public Main() { RAGE.Events.Tick += this.OnTick; } public void OnTick(List<Events.TickNametagData> nametags) { int eventGroup = 0; for (int eventIndex = 0; eventIndex < RAGE.Game.Invoker.Invoke<int>(RAGE.Game.Natives.GetNumberOfEvents, eventGroup); eventIndex++) { int eventId = RAGE.Game.Invoker.Invoke<int>(RAGE.Game.Natives.GetEventAtIndex, eventGroup, eventIndex); int[] eventData = new int[32]; Chat.Output($"Event {eventId} was fired."); if (!RAGE.Game.Invoker.Invoke<bool>(RAGE.Game.Natives.GetEventData, eventGroup, eventIndex, eventData, 32)) { Chat.Output("Failed to retrieve EventData"); } } } } }
  14. Code: Error: Exception has been thrown by the target of an invocation. UNHANDLED EXCEPTION IN COMMAND vehc FOR RESOURCE TranquilityGameMode System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeLoadException: Could not load type 'GTANetworkAPI.Vector3' from assembly 'TranquilityGameMode, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' due to value type mismatch. at void TranquilityGameMode.A_Commands.Commands.CMD_createVehicleCustom(Player player, string name) --- End of inner exception stack trace --- at object RuntimeMethodHandle.InvokeMethod(object target, object[] arguments, Signature sig, bool constructor, bool wrapExceptions) at object System.Reflection.RuntimeMethodInfo.Invoke(object obj, BindingFlags invokeAttr, Binder binder, object[] parameters, CultureInfo culture) at bool GTANetworkInternals.CommandParser.Parse(Player sender, string cmdRaw, string ourcmd, string[] args) [Command("vehc")] public static void CMD_createVehicleCustom(Player player, string name) { try { VehicleHash vh = (VehicleHash)NAPI.Util.GetHashKey(name); if (vh == 0) throw null; var veh = NAPI.Vehicle.CreateVehicle(vh, player.Position, player.Rotation.Z, 0, 0); veh.Dimension = player.Dimension; veh.NumberPlate = "ADMIN"; veh.SetData("ACCESS", "ADMIN"); veh.SetData("BY", player.Name); Log.Debug($"vehc {name}"); } catch { } }
  15. Hello im facing missing methods on the C# server side NAPI for example Create3DColShape and CreatePed throws a method not found error what's interesting is that these functions will auto-complete when you type them in but you get this error when running the server note : im using net core 3.1 but when i first began working on my project i went to the nuget package browser and searched for gtanetwork api but it only came up with version 0.3.7 i coul'dnt find the 1.1 DLL so i had to get it from the internet and manually add it to the project any idea on why's this happening??
  16. Good day. I recently decided to migrate my server to a newer version of RageMP (up to 1.1) and ran into the problem of missing some methods (methods related to ColShape, TextLabel and Blip's). I know for sure that version 1.1 is installed on the RageMP client and server: the client logs into the server without any problems and the server supports NetCore 3.1. When starting a server with a connected resource, this error occurs: Code: At the same time, the server works without problems and you can go to it - the function for creating Blip simply does not work. Then I tried to replace Bootstrapper.dll on the server (in the runtime folder) with Bootstrapper.dll from a C # project. And this measure helped, but not completely: this time the server was creating a Blip (there was no error during creation and it was displayed on the minimap), but an error occurred when calling the NAPI.ColShape.IsPointWithinColshape method. Then I found out that the original Bootstrapper.dll files (before replacing the one described above) are different on the server and in the project: In this case, the project uses this version of the API: Please help me solve this problem.
  17. https://wiki.rage.mp/index.php?title=EventTriggeredByKey As i understood, it should give me the keyCode of the player's pressed key in the first parameter, but it gives nothing.. When this event triggers?
  18. AttachEntityToEntity - GTA Network Wiki NAPI.Entity.AttachEntityToEntity(...) Method doesn't exist in v1.1, How can I attach entities at v1.1?
  19. Guest

    RageMp Resources C#

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  20. Version 1.0.0

    210 downloads

    Progressbars drawn by Native Invocation; Example provided in the download, no support will be provided for this and is provided as-is. Source Code is provided under the GPL 3.0 License GNU GENERAL PUBLIC LICENSE Version 3, 29 June 2007 Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/> Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble The GNU General Public License is a free, copyleft license for software and other kinds of works. The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users. 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  21. Hey ! I'm trying to communicate between serverside c# and serverside js, with this kind of code: //serverside C# Debug.Assert(NAPI.LocalEvent != null, "Never happens, LocalEvent is not null") NAPI.LocalEvent.TriggerEvent("testEvent"); //throw System.NullReferenceException (Exception has been thrown by the target of an invocation), no matter what arguments are provided //serverside JS mp.events.add( "testEvent", () =>{ console.log("Never called"); }); Did someone already used this function ? Thanks
  22. Hello, let me ask for an example using html forms, back-end code (c #) and front-end please
  23. Hello, I would like to know if we can disable all unexpected behaviour from enable the Cshard option in the conf.js ? For example, when added, i've got a "ERROR. Command not found" when I enter something in the chat And, when the player die, it automatically respawn it with 100hp at the FBI location Some other behaviour are potentially added by this configuration Here is my settings.xml for dotnet folder <?xml version="1.0"?> <config xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <resource src="SaltyChat" /> </config> Thank you
  24. Version 1.0.0

    306 downloads

    This is a C# port of the Player List script by rootcause. -small.gif All credits go to root for the actual resource and the description, which i just yoinked and slightly altered. Source code will be available on github oneday...
  25. Is there a way to make the text on a label change its colour mid sentece? For example: "This is a !{#FF0000}test." should be displayed as This is a test. I can't find a way to do this in C# using the serverside labels, is it possible?
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