The persistence system exposes a set of server and client events to hook into key lifecycle moments (load, save, spawn, etc.). All event names are defined inDocumentation Index
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shared/events.lua and are mirrored between server and client.
Overview
Each logical event has:- a server-side name:
ts-persistence:server:<...> - a client-side name:
ts-persistence:client:<...>
onPersistenceLoad
Triggered when ts-persistence finishes loading its data and is ready.- Server event:
ts-persistence:server:load - Client event:
ts-persistence:client:load
Example (server)
onVehicleCreated
Triggered when a new vehicle is registered in the persistence system (temporary or permanent).- Server event:
ts-persistence:server:vehicle:created - Client event:
ts-persistence:client:vehicle:created
Example (server)
onVehicleUpdated
Triggered whenever a vehicle’s persisted data is updated (position, props, damage, etc.).- Server event:
ts-persistence:server:vehicle:updated - Client event:
ts-persistence:client:vehicle:updated
onVehicleCreated.
onVehicleForgot
Triggered when a vehicle is forgotten from persistence (removed from cache and optionally from the database).- Server event:
ts-persistence:server:vehicle:forgot - Client event:
ts-persistence:client:vehicle:forgot
onVehicleSpawned
Triggered when a persisted vehicle is spawned on the server.- Server event:
ts-persistence:server:vehicle:spawned - Client event:
ts-persistence:client:vehicle:spawned
onVehiclesUnloaded
Triggered when all vehicles are unloaded from the world (for example during a/persistence reload).
- Server event:
ts-persistence:server:vehicles:unloaded - Client event:
ts-persistence:client:vehicles:unloaded
onPersistenceSave
Triggered when persistence data is saved (e.g. after an autosave tick).- Server event:
ts-persistence:server:persistence:saved - Client event:
ts-persistence:client:persistence:saved