FeloxAC Artifacts

Artifact 13930

Known issue

This build has a reported problem. Avoid it.

Upgrade to 38435
Released
2025-03-31
Support
End of life
Commit
60505548e2
FiveM
—

Known issues in this build

Stability

High FXServer CPU usage on Linux

Linux servers used noticeably more CPU from 12913 on. A Cfx.re collaborator confirmed the fix shipped in 14193, which reverts the pplx library to its pre-Node 22 version.

Affected 12913–14177Linux#32225c6e6ab

Fixed in this build

Voice

External voice connections blocked without warning (reverted)

Builds 13759 to 13890 shipped the first version of the external Mumble block, which broke setups that use external voice clients. It was reverted in 13930 and came back in a safer form in 15859.

Affected 13759–13890e0d97876050554

Missing fixes (this build is still exposed)

Security

Server crashes from malformed connection, HTTP and latent-event input

Missing bounds checks in the connection handshake, the HTTP request parser and latent event reassembly could crash the server when it received crafted data. Anyone who can reach the server's port could trigger it. Update to 38435 or newer.

Fixed in 384357892692
Security

One client could freeze the server by flooding game events

Before 37262 there was no core rate limit on netGameEvent packets. A single client could flood events such as weaponDamageEvent until the main thread hung and txAdmin restarted the server. The issue was reported on 35636 and 36727. 37262 drops clients that go over the new 'netGameEvent' rate limiter.

Security

Latent event reassembly is now bounded

The server's reassembly of large client-to-server latent events got hard limits, plus diagnostics for 'latent ACK overflow'. Older builds let a client keep more partial event state than they needed to, which costs memory and CPU.

Fixed in 38004Partly verifiede6d726fddd7084
Security

Better rate limiting for client latent events

Rate limiting of latent (TriggerLatentServerEvent) traffic from clients was tightened in the reassembly packet handler. On older builds a client could push latent event traffic harder than intended.

Fixed in 28871Partly verifiedae540b0
Security

Clients can no longer create multiple player objects

With OneSync, a modified client could register more than one networked player object (CNetObjPlayer) for itself. That is a known abuse path for desync and crashes. Since 23984 the server rejects the extra ones.

Security

New block_net_game_event command

Server owners can now block specific net game event types from clients with block_net_game_event (and undo it with unblock_net_game_event). Use it when an event type is being abused. The syntax was simplified in 16541.

Security

sv_protectServerEntities: stop clients deleting server-created entities

This new replicated convar (default off) protects entities created by server scripts from being deleted by clients. If cheaters delete your server-spawned vehicles, peds or props, run 14317 or newer and set sv_protectServerEntities true.

Fixed in 14317d6842fe
Voice

Voice server blocks external connections by default

Before 15859 anyone could connect to the built-in Mumble (voice) server, even without being a player on the game server. Now mumble_allowExternalConnections defaults to false, and voice clients must match a connected player who has finished routing. Set it to true only if you deliberately use an external Mumble client.

Fixed in 15859Affected 139304aa81a3dac6e91890073a13dc351
Voice

Mumble server network robustness

Oversized or invalid outgoing voice messages used to hit an assertion. They are now dropped cleanly, and the send queue is drained properly. The voice server should be less likely to stall or crash under bad traffic.

Fixed in 38182Partly verifiedbac0347