GetPlayerAccountBindingSerial: Difference between revisions
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Document Lua functions planned for G1R:MP update 0.1.2 |
Document Lua APIs available or improved from G1R:MP 0.1.2 |
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= getPlayerAccountBindingSerial = | = getPlayerAccountBindingSerial = | ||
<div style="background:# | <div style="background:#fff5f5; border:1px solid #d13b3b; border-left:5px solid #d13b3b; color:#111111; padding:0.85rem 1rem; margin:0.75rem 0 1rem;"> | ||
<div style="color:# | <div style="color:#111111; font-weight:bold; letter-spacing:0.04em;">AVAILABLE FROM UPDATE 0.1.2</div> | ||
<div style="color:# | <div style="color:#111111; margin-top:0.25rem;">This function is available in G1R:MP 0.1.2 and later. The contract below includes the compatibility guarantees introduced in that update.</div> | ||
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Latest revision as of 18:39, 3 September 2026
getPlayerAccountBindingSerial
AVAILABLE FROM UPDATE 0.1.2
This function is available in G1R:MP 0.1.2 and later. The contract below includes the compatibility guarantees introduced in that update.
Returns the serial value that a server resource should use when binding one validated account key to the connected client.
Syntax
string|false getPlayerAccountBindingSerial(int playerId, string accountKey)
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
playerId |
int |
yes | The connected player identifier. |
accountKey |
string |
yes | A normalized account key containing 3-24 ASCII characters. It must start with a letter; the remaining characters may be letters, digits or underscores. |
Returns
Returns a 32-character binding serial, or false when the player, serial or account key is invalid.
Examples
Read the binding serial only after validating an account name:
local bindingSerial = getPlayerAccountBindingSerial(playerId, accountName)
if not bindingSerial then
outputChatBox("The account binding could not be verified.", playerId)
return
end
Notes
- Available only in server-side resource scripts.
- The function lowercases the account key before validating it.
- Production builds return the connected player's verified serial. The isolated two-client development build derives a deterministic per-account alias so two local sessions can test account flows without weakening production serial checks.
- Treat the returned value as a persistent identifier, not as a secret, and keep authorization decisions on the server.