# CyberM.Promise — client runtime

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

2 functions.

## await

```lua
CyberM.Promise.await()
```

`SHARED` — Available without a live game instance.

Waits for a promise to settle.

Only usable inside a `CreateThread`.

Returns: `resolved value, or nil`, `rejection reason`

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

## status

```lua
CyberM.Promise.status()
```

`SHARED` — Available without a live game instance.

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` (line 6462) as `LuaPromiseStatus`.

