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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.
npx skills add germanfndez/fiveai-skills --skill fivem-securityInstalls from the source repository, including any supporting files.
Downloads contain the instructions shown here. Use the install command for the complete skill.
Load for any net event handler, code granting money, items, vehicles or permissions, admin commands, ban logic, or questions about cheats, exploits or hardening.
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.#(GetEntityCoords(GetPlayerPed(source)) - target), ~10 units.playerDropped.weaponDamageEvent, startProjectileEvent, removeAllWeaponsEvent, ptFxEvent) with AddEventHandler + CancelEvent().IsPlayerAceAllowed(source, object). Never an identifier list.license:. steam: is absent for non-Steam launches.os.execute and io.tmpfile().| 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 |
IsPlayerAceAllowed.Return hardened handler(s) with validation, distance, ACE and state checks first; name the client parameters removed; include required server.cfg lines.
license:, tokens, deferrals.Upstream docs: https://docs.fivem.net/docs/scripting-manual/
--- name: fivem-security description: "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." license: MIT metadata: author: germanfndez version: "1.0.0" --- # 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/