Flash-Engine 0.6.0
Large feature release closing the actionable server-side backlog — and the first core contract bump (v12 → v13). This is a payload release: it ships a rebuilt citizen-scripting-flash.dll + core, so update the payload (not just the NuGet SDK). The FXServer artifact pin (31689) is unchanged.
Highlights
Player identity
ServerPlayer.SessionKey(crypto per-connection token) +Players.GetBySession;ServerPlayer.AccountId(persistent fixed user ID) +Players.GetByAccountId; command router resolves account IDs; flash-admin offline moderation by account ID.
Gameplay (flash-core)
- Server-authoritative vitals (hunger/thirst decay, thresholds, HUD state bags) + combat-log guard; vehicle garage (server-authoritative persistence/spawn, ownership keys); vehicle reconnect (seat restore after a crash).
Security / anti-cheat
- HWID ban hardening + optional identity gates (Discord/Steam/Cfx, anti-VPN); server-side entity/damage/physics integrity (mass-spawn, weapon-damage, speed/noclip) with a
Flash.Securityexception API.
Core / anti-dupe (contract v13)
- Zig-backed transactional inventory (#46): item counts live in the unmanaged core, every check-and-decrement is atomic — item duplication is mathematically impossible even under real cross-thread concurrency. Proven by 800 concurrent off-thread moves on 200 items resolving to exactly 200 winners.
DX / QoL
- Auto chat suggestions for
[Command];[ItemHandler]item action registry;Flash.Auditstructured non-blocking trail;[PreserveState]across hot-reloads;VirtualInstancemanaged world instances.
Pre-release review
- 17 findings (#194–211) across the above batches fixed and re-verified (anti-cheat event parsing, false-positive exclusions, inventory persistence/truncation, script-thread assertions, and more).
Everything is covered by sample-resource/flash-core/flash-admin selftests, green in the real release FXServer.
Install/update: unzip the payload asset and run tools/install-flash.ps1. A v13 SDK requires the v13 core — update both together.
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