CyberM.Promise

Runs inside the game process. Reads and presentation are local; anything that changes shared state has to go through the server.

client runtime2 functionsMarkdown

await

SHARED

CyberM.Promise.await()

Waits for a promise to settle.

Only usable inside a CreateThread.

Returns

  • resolved value, or nil
  • rejection reason

Registered in ResourceHost.cpp as LuaPromiseAwait (line 6461).

status

SHARED

CyberM.Promise.status()

State of the promise, without waiting.

Returns the promise state without yielding the current coroutine. Use it for polling or diagnostics; await() remains the normal way to receive a completed export result.

Returns

  • "pending", "resolved" or "rejected"

Registered in ResourceHost.cpp as LuaPromiseStatus (line 6462).

For agents and LLMs: this page as Markdown · llms.txt · llms-full.txt