rcon_password made read-only
rcon_password was made a read-only convar to prevent misuse, such as a resource changing the remote console password at runtime. If you still use RCON, use 9813 or newer.
No known issues, but FiveM no longer supports this build. Plan an update.
rcon_password was made a read-only convar to prevent misuse, such as a resource changing the remote console password at runtime. If you still use RCON, use 9813 or newer.
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.
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.
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.
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.
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.
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.
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.
The server now checks network synchronized scenes started by a client on entities that client does not own, a common way to force animations on other players. 13174 also adds SET/GET_ENTITY_REMOTE_SYNCED_SCENES_ALLOWED to control this per entity.
With setr sv_stateBagStrictMode true, clients can no longer change replicated state bags at all. Only the server can write them. Turn it on if your scripts never need client-written state bags, because cheaters commonly abuse them.
The public /players.json endpoint used to list every player's identifiers (license, Steam, Discord and so on) to anyone. That is the issue tracked as CVE-2024-46310, which names v9601 and earlier. Since 10188 identifiers are hidden unless you set sv_exposePlayerIdentifiersInHttpEndpoint true, and sv_playersToken can restrict the endpoint.
The server's performance and profiler HTTP endpoints could be read without credentials. As part of 'TCP endpoint hardening', /perf now uses basic auth and profileData.json needs a token. Older builds expose this internal data to anyone who knows the URL.
A size calculation in the shared network code could overflow when given unexpected values, which can lead to memory errors. It was fixed in 10048.
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.