Add security tokens to FiveM server events that are accessible from the client in order to prevent against Lua injections (and similar cheats).
- A unique security token is generated for each resource on each server restart.
- Tokens are sent through listeners that are obfuscated per client and unique every time the player joins.
- Tokens can only be requested by the client once. This prevents a cheater from attempting to retrieve the token at a later time.
- Players that trigger a server event without a valid security token are kicked from the game.
There are no dependencies for this resource. The configuration file is set to generate a 24 character alphanumerical security token. If this is insufficient, the character set and length can be adjusted. In addition, the message a player gets if they are kicked due to an invalid token may be adjusted in the configuration file.
The security token is stored in a variable named securityToken
on the client side in each resource. In order to retreive the security token for a given resource, you must include the init.lua
script in your resource's __resource.lua
file. The init.lua
script must be included as both a server and client script:
server_script '@salty_tokenizer/init.lua'
client_script '@salty_tokenizer/init.lua'
Note: If you implemented salty_tokenizer prior to the init.lua
script being released, it will continue to function normally and no changed need to be made.
Once the token is received, it can be passed along with a server event to be validated on the server-side.
TriggerServerEvent('anticheat-testing:testEvent', securityToken)
In order to protect a server event, a simple if statement must be added.
RegisterNetEvent('anticheat-testing:testEvent')
AddEventHandler('anticheat-testing:testEvent', function(token)
local _source = source
if not exports['salty_tokenizer']:secureServerEvent(GetCurrentResourceName(), _source, token) then
return false
end
print("Authenticated")
end)