FiveM DDoS protection

The server list publishes your IP and port on purpose, so attacks on a FiveM server are routine rather than remarkable. Floods big enough to fill the link are absorbed upstream. Everything that reaches your machine is checked against how FiveM actually behaves, before FXServer spends a cycle on it.

Ports the preset opens
TCP 30120, UDP 30120
Protocol validation
Yes: the Cfx.re game and listing traffic
One-click preset
FiveM (GTA RP)
Upstream capacity
17 Tbps, the same on every plan
What it costs
Included on every plan

The ports, and who should reach each one. The defaults; open whichever you actually configured.

PortWhat it carriesExposureIn the preset
UDP 30120Game traffic.Open to playersYes
TCP 30120HTTP endpoint, server list registration, and client file downloads.Open to playersYes
TCP 40120txAdmin, the web admin interface.Restrict to your own addressesAdd it yourself

A rule is TCP or UDP, never both.

Why FiveM servers get attacked. The server list publishes your address, and the port has to answer players it has never seen.

Your address is published on purpose

The server list exists so players can find you. Anyone reading it has your IP and port, so keeping the address quiet is not a defence you have.

Attacks are bought, not built

Booter services sell UDP floods by the minute. The people using them on a FiveM server are usually a rival community, someone who was banned, or someone attempting extortion.

A small target, an immediate effect

Nobody needs to take the machine offline. A few seconds of packet loss during an event is enough to make a roleplay server feel bad and empty it.

The port has to answer strangers

A player who has never connected must be able to send the first packet, so 'only let known players in' is not available at the network layer. Telling a player from a flood is the filter's job.

What Prism checks on a FiveM rule. All three gates, in order, and the last one reads the FiveM protocol itself.

Every rule the FiveM preset writes

The last gate is what catches a flood that uses the right port and a plausible packet size.

  • UDP 30120Layer 3 Address and packet sanityLayer 4 pps_limit 50000Layer 7 FiveM validator
  • TCP 30120Layer 3 Address and packet sanityLayer 4 No ceiling as shippedLayer 7 FiveM validator
Ceilings are the values each preset ships with, which can change without a panel update; read your rules table after applying. Most preset rules arrive with Protocol validation switched on. A rule you add by hand starts with it off.

FiveM protocol validation

Traffic on the game port has to behave like the Cfx.re game and listing protocol. A flood that matches the port, the protocol and a plausible packet size still fails here.

UDP first-packet challenge

Under load, an unknown source's first packet is dropped. Real clients retransmit and get through; single-shot spoofed floods never do.

Zero-day signature engine

Learns the payload pattern of an attack while it is happening and refuses traffic matching it, without a rule being written first.

Connection and request floods on TCP 30120

Join attempts that never complete, request floods and off-path requests are detected on the HTTP side, before they reach the thread that runs your game.

What FiveM puts on the wire. Same port, but only a real player holds the conversation.

  • Joining

    The client asks the server for a manifest listing every resource file with its hash, then downloads each file over TCP 30120. That is why a restart puts every player through your upload at once.

  • Being listed

    The listing endpoints answer anyone who asks, and each reply carries your icon and resource list, so a small request can return a much larger response. Keeping both small lowers what an attacker gets back.

  • Playing

    Gameplay is ENet over UDP 30120, compressed once the session is established, at a few dozen packets a second per player.

  • The tell

    A real client identifies itself in the first exchange and then keeps a two-way conversation going at a human rate. A booter does neither, whatever its packets look like.

A real player

  1. UDP 30120 Identifies itself in the first exchange, to the server, passes Prism

  2. TCP 30120 Asks for the resource manifest, to the server, passes Prism

  3. TCP 30120 Manifest: every resource file with its hash, then each file, from the server, passes Prism

  4. UDP 30120 ENet gameplay, compressed, a few dozen packets a second, both ways, passes Prism

  5. Reaches FXServer and joins

A booter

  1. UDP 30120 Sprays spoofed packets, one each

    Ends at: UDP first-packet challenge

  2. UDP 30120 What gets through does not speak Cfx.re

    Ends at: FiveM protocol validation

  3. TCP 30120 Join attempts that never complete, off-path requests

    Ends at: Connection and request checks

  4. Dropped at the network driver, before FXServer sees it
Read top to bottom. Blue lines cross Prism and reach the server; red lines end at the check named under them.

Step by step on UDP 30120. Four steps each. The booter can copy the port and the packet size; it cannot copy the steps.

StepPlayerBooter
1PlayerSends its first packet to 30120BooterSprays spoofed packets at 30120
2PlayerRetransmits when the challenge drops it under loadBooterNever retransmits, so never passes the challenge
3PlayerSpeaks the Cfx.re protocol from the first exchangeBooterWhat does get through does not speak Cfx.re
4PlayerReaches FXServer and joinsBooterDropped at the network driver, before your server sees it

The FiveM (GTA RP) preset. One click writes the rules, added to yours exactly as if you had written them by hand.

  • What one click writes

    One click writes the TCP 30120 and UDP 30120 rules. Preset rules generally arrive with protocol validation switched on; fit the packet ceiling to your own busy hour.

Applying a preset adds its rules, it never replaces yours, and applying it twice adds a second copy. A server holds 15 inbound rules, so check the table afterwards.

microcore-sg / FirewallExample view
ProtocolPortPolicyStatus
UDP3012050K ppsEnabled
TCP30120No extra limitsEnabled

Quick setup: apply a preset for a common workload

FiveM (GTA RP)2 rulesApplied

Players download from the edge, not your server

FiveM customers can have resource downloads served from cdn.clouduxe.com instead of your TCP 30120. Players joining after a restart pull assets from the CDN, and your server keeps its bandwidth and CPU for the game.

Included on Clouduxe servers

About the Asset CDN

Backdoor sinkhole

A hosts file of known FiveM backdoor callback domains, from the Firewall tab. Applied on your machine, it sends those lookups nowhere. It matches names rather than hardcoded addresses, and covers the hosts known today.

Read the guide

Keep /info.json small

Every /info.json response carries your icon and your resource list, and you pay for each one. A 96x96 icon and no unused resources lower what each request costs you, and what an attacker gets back for sending it.

Read the guide

What no network filter can see

A leaked script with a backdoor, a guessed RCON password, or txAdmin exposed with a weak one all arrive inside traffic your server is meant to answer. Prism judges packets, so those are yours to close, and the FiveM protection guide walks through each.

Read the guide

Which plan for a FiveM server. Bigger plans add cores, memory and disk, not clock speed.

FiveM's main game thread handles the tick for every resource, so single-core clock speed decides how many players and scripts a server carries before it hitches. Memory and disk scale with the resources you install, not with player count.

Deploy in

MicroCore VDS

Up to 32 players. Room for a framework such as ESX or QBCore with its MySQL or MariaDB database on the same machine. Its cores are never shared, so the main game thread keeps its tick while the database and streaming run beside it.

Dedicated cores
2
Memory
8 GB
NVMe
100 GB
Traffic
8 TB
2 of 16 cores allocated to you

FusionCore VDS

Up to 64 players. The main game thread decides how many players and scripts a server carries, and here it runs on a core that is never shared. The memory and disk are for the resource set: custom vehicles, clothing and map assets add up to a much larger footprint.

Dedicated cores
4
Memory
16 GB
NVMe
200 GB
Traffic
10 TB
4 of 16 cores allocated to you

How to size it

Size against the resource set you intend to run: custom vehicles, clothing and map assets can be tens of gigabytes of streamed files.

Processor on every plan
AMD EPYC 4584PX, up to 5.7 GHz
Memory and disk
DDR5 and NVMe
Port
1 Gbit/s
DDoS protection
Included, always on
Billing
Monthly, prices exclude GST

What every FiveM server on Clouduxe starts with.

Boost clock, the same on every plan
5.7GHz
Written by the FiveM preset in one click
2rules
Upstream mitigation, every plan
17Tbps
Port on every plan
1Gbit/s
Server uptime in the SLA, attacks excluded
99.99%
Mumbai, Singapore and Limburg
3regions

FiveM protection questions

Does FiveM DDoS protection cost extra?

No. It is part of every VPS, VDS and bare metal server. The upstream network and Clouduxe Prism protect every plan the same way.

Which ports does a FiveM server need open?

Two rules, both on 30120: UDP for game traffic, and TCP for the server list endpoints and resource downloads. Keep txAdmin on 40120 and your database on 3306 off the public internet.

Can a flood that looks like real players be stopped?

That is what protocol validation is for. A flood can match the protocol, port and packet size of real traffic, but it cannot hold the conversation a real FiveM client has with your server, so it is dropped on the host.

Will players be kicked during an attack?

Players who have already connected have earned trust with the filter and are not thrown away when pressure rises. If a real player is dropped, Address lookup on the Attacks tab names the check that did it.

Can my resources be served from a CDN?

Yes. On a Clouduxe server the Asset CDN is included: turn it on from your server in the panel. Downloads come from cdn.clouduxe.com rather than your server's TCP 30120, which keeps joins quick after a restart and keeps your server's resources for the game. Servers hosted elsewhere can use it too, for a flat monthly price.

Does DDoS protection stop backdoored scripts?

No packet filter can, because the resource runs inside your server. The panel gives you a sinkhole list of known backdoor callback domains to apply on the machine, and the FiveM guide covers what to check before installing a resource.

Which region should a FiveM server use?

The one closest to your players: Mumbai for India, Singapore for Southeast Asia, Limburg for Europe. Protection is identical in all three.

Run FiveM where the filter speaks its protocol.

The same 17 Tbps upstream and the same filter on every plan, in every region, enabled from the first boot.