Jacob Schmidt c176837a2c Verify and fix module documentation accuracy
- Add missing forge_server_actor runtime dependency to phone module (critical)
- Clarify that garage and locker are event bus listeners, not emitters
- Document economy runtime-only dependencies (bank, org)
- Add TaskStore public API documentation (27 methods organized by category)
- Update task module event emissions and hooks documentation

All documentation now aligns with actual implementation verified against codebase.
2026-05-15 20:46:19 -05:00

1.4 KiB

Forge Server Locker

Overview

The locker addon is the server-side bridge for player item storage and owner-scoped arsenal unlock storage.

Locker hot state is owned by the extension. SQF handles client events, payload validation, synchronization, and save calls.

Dependencies

  • forge_server_main
  • forge_server_common
  • forge_server_extension at runtime for locker extension calls
  • forge_client_locker for response RPCs

Main Components

  • fnc_initLocker.sqf initializes locker world objects.
  • fnc_initLockerStore.sqf manages player locker hot state.
  • fnc_initVAStore.sqf manages owner-scoped arsenal unlock state.

Supported Operations

  • initialize player locker data
  • save player and owner-scoped locker state
  • override locker data from trusted server-side callers
  • initialize and save owner-scoped arsenal storage

Runtime Notes

forge_server_main_fnc_saveHotState saves both LockerStore and VAStore on disconnect and mission shutdown. Store checkout and task rewards can grant assets into organization-owned storage through the org addon.

Locker listens for sync events through the event bus:

  • locker.sync.requested - updates client item storage when granted by store/task checkout
  • locker.va.sync.requested - updates client arsenal unlocks when granted
  • notification.requested - storage and item modification alerts

The store module emits these events when granting items; locker applies the changes to player state.