Is your FiveM server IP exposed? CFX Finder
Enter any server's cfx.re/join/ code to see the connect address cfx.re publishes for it. If that is a raw IP, anyone who has the code can read it and aim a flood at it.
What the cfx.re listing publishes about your server
Every public FiveM server announces itself to the cfx.re listing, and the listing hands what it learns to anyone who asks: hostname, player names, resources, build — and the connect endpoint, the address a player’s client dials to join. This page reads that record from cfx.re’s public API with nothing but a join code, so the result is exactly what a stranger sees.
By default that endpoint is the IP and port of the machine running FXServer (30120 unless you changed it). Unless that address belongs to a filtering proxy or sits behind your host’s mitigation, taking the server offline needs nothing more: a rival, a banned player or anyone who can rent a booter types your join code, copies the address and floods it. No exploit is involved — it is the same lookup as this one. A new IP buys a clean slate, not protection: without indirect listing, the next startup publishes it just like the old one.
The two convars that keep the IP out of the listing
sv_forceIndirectListing true stops the listing from advertising the server with its real IP address. sv_proxyIPRanges names the proxy networks allowed to pass an X-Real-IP header, so FXServer sees each player’s address rather than the proxy’s. Those ranges also bypass its rate limiter: list your proxy’s exact CIDRs, never 0.0.0.0/0.
Neither of them filters a packet. Hiding the address moves the target to the proxy, which then has to absorb the flood and tell real players from fake connections — the job of a FiveM anti-DDoS — while the origin firewall accepts the proxy’s ranges and nothing else. The full server.cfg block, and the seven ways an origin IP still leaks, are in How to hide your FiveM server IP.
How to read your result
- A raw IP and port, such as
203.0.113.10:30120. Unless that address belongs to your proxy, the origin is published as-is:sv_forceIndirectListingis off, or was not read at startup. - A raw IP, while the
DDoSvariable claims protection. The variable is free text anyone can set, and it hides nothing: the address is still published. If it names FIVESHIELD, the setup is most likely unfinished, or the server was not restarted afterwards. - A hostname on a
fiveshield.codomain, with no IP. The listing shows a FIVESHIELD hostname where it would otherwise show your address. The server’s owner sets that name and this lookup does not test it, so it shows what the server publishes, not how well it is filtered. - A hostname on a filtering service’s domain, or an IP inside a CDN network’s published range. No raw IP is published. The listing alone cannot show how the machine behind it is locked down.
- Any other hostname, such as your own proxy’s or the domain set in
sv_listingHostOverride. No raw IP is published, but the listing cannot tell what is behind the name: a proxy, or the game server itself. Check that it does not resolve to the game machine. - “Private Server”, with no address at all. The listing is private: cfx.re publishes no address for it, which is not the same as a hidden origin. If it is your server and you did not mean it to be private, check
sv_licenseKeyandsv_master1first.