fivem-security
Trigger: security, anti-cheat, exploit, secure events, validate client data, server authority, distance check, rate limit, review server code. Harden FiveM net events and server-side validation.
By germanfndez · 389 installs
npx skills add germanfndez/fiveai-skills --skill fivem-security
Source repository · Upstream listing
FiveM Security
Activation Contract
Load for any net event handler, code granting money, items, vehicles or permissions, admin commands, ban logic, or questions about cheats, exploits or hardening.
Hard Rules
Never trust the client. The client REQUESTS; the server DECIDES from its own config and state.
Never accept prices, amounts, rewards or item names from the client. Derive them server side.
GetInvokingResource() is nil for every net event crossing the network, player or cheater alike. NOT auth.
RegisterNUICallback is NOT authenticated: a cheater POSTs to any endpoint. Never the only gate before TriggerServerEvent .
Distance check server side: (GetEntityCoords(GetPlayerPed(source)) target) , ~10 units.
Re verify state server side (job, item, cooldown) even if the client checked.
Rate limit critical events; clear per source state in playerDropped .
Filter native game events ( weaponDamageEvent , startProjectileEvent , removeAllWeaponsEvent , ptFxEvent ) with AddEventHandler + CancelEvent() .
Authorize admin actions with ACE only: IsPlayerAceAllowed(source, object) . Never an identifier list.
Key persistent data on license: . steam: is absent for non Steam launches.
The sandbox blocks writes outside the resource's own folder, os.execute and io.tmpfile() .
Log rejections. Escalate on counts, never auto ban on one hit.
Decision Gates
Situation Reference
Client sent price, amount, or any argument rules/events.md
Repeated or spammable event rules/rate limiting.md
Damage, projectile, weapon strip, particles rules/net game events.md
Admin command or admin only event rules/ace permissions.md
Ban, whitelist, persistent record rules/identifiers.md
Resource writes files or spawns processes rules/sandbox.md
Hardening the server itself rules/server convars.md
Execution Steps
1. List every net event and NUI callback and the state each changes.
2. Strip client values the server can compute itself.
3. Add type/range, distance and state checks at the top; return early.
4. Cooldown or token bucket anything spammable; clean up on drop.
5. Gate admin paths behind IsPlayerAceAllowed .
6. Add game event filters for damage, projectiles, weapons.
7. Log rejections with name and source id.
Output Contract
Return hardened handler(s) with validation, distance, ACE and state checks first; name the client parameters removed; include required server.cfg lines.
References
rules/events.md — handlers, distance, NUI callbacks.
rules/net game events.md — game event payloads, cancelling.
rules/ace permissions.md — principals, objects, ACE guards.
rules/rate limiting.md — cooldowns, token buckets, cleanup.
rules/identifiers.md — license: , tokens, deferrals.
rules/sandbox.md — filesystem, process, convar limits.
rules/server convars.md — hardening convars.
Upstream docs: https://docs.fivem.net/docs/scripting manual/