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FREE TOOL · SERVER

FiveM server status checker

One box, two kinds of answer. Type an IP and port and we ask your server directly, the same way the game client does. Type a cfx.re join code and we read the public server list entry instead, which also carries the upvotes, the owner and the support status. Either way you get the full picture rather than a green dot.

Try it on or . A join code reads the public cfx.re list; an address asks your server directly. Every answer is cached for ninety seconds, so refreshing does not hammer anyone.

HOW TO USE IT

Three ways in, and what each one is good for

They answer slightly different questions, so it is worth knowing which one you are asking.

01An IP and a port

51.83.12.9:30120 — or leave the port off and we assume 30120, which is what an unmodified server.cfg uses. We ask /info.json, /dynamic.json and /players.json on that address. This is the honest answer about whether the machine is up right now, and it works on a server that was never listed.

02A cfx.re join code

y4lg95, or the whole cfx.re/join/y4lg95 link, or even a fivem://connect/… URL pasted out of the client. We read the public list entry, which keeps working when your IP changes and adds the fields only the platform knows: upvotes, burst power, the owner account and whether the artifact you are running is still supported.

03A hostname

play.example.com:30120. We resolve it first and refuse it if it points anywhere private, because an endpoint that fetches whatever a stranger types is an open door into our own network. Public addresses only, and ports from 1024 up.

Every result is linkable. Add ?server= and the code or address to this page's URL — /free-tools/server-status?server=y4lg95 — and it runs the check on load. That is the link to paste in a ticket when you want somebody to see what you are seeing.

READING THE RESULT

What each field actually means

Most of these come straight out of your own server.cfg, which is what makes the raw list worth opening.

clients / sv_maxclients
Players connected now, and the ceiling. A direct check gets this from the server; a join-code check gets it from the list heartbeat and can lag by a minute.
sv_enforceGameBuild
The build you force clients onto. The usual cause of "everyone can join except me" is a player on a different build, and the usual cause of "nobody can join since I added that car pack" is this value not matching what the pack needs.
onesync_enabled
Whether OneSync is on. Off caps you at 32 slots regardless of what sv_maxclients says, which is worth checking before you advertise 128.
sv_pureLevel
0, 1 or 2. Anything above 0 blocks client-side file replacement, so a player with a graphics mod gets kicked. If people are complaining and you do not remember setting this, look here.
resources
Everything started, by name. Useful for two things: counting what you are actually loading, and spotting a resource you thought you had removed.
support_status
Only on a join-code check, and only about your FXServer build. end_of_support means update the artifact; it is not a ban and it is not a warning about your content.

WHEN IT SAYS OFFLINE

Work through it in this order

Almost every case is one of five things, and they are quick to separate.

  1. Check the port, not the IP. An FXServer listens on endpoint_add_tcp and endpoint_add_udp, both normally 30120. If you changed one and not the other, the server runs and the status endpoints answer nothing.
  2. Check it from the machine itself. curl http://127.0.0.1:30120/info.json on the host. If that works and this page does not, it is a firewall or a security group, not the server.
  3. Check whether only the extras are missing. If this page shows the server but no player list, your proxy is forwarding /info.json only. That is a proxy rule, not an outage.
  4. Check the list separately. A server can be perfectly reachable by IP and absent from the cfx.re list — that is usually sv_master not getting out. Run the join code through this page and compare.
  5. Then consider a block. If the server answers but clients are refused at connect, that is the platform, not the process. The cfx blacklist check says exactly what can and cannot be verified about that.

QUESTIONS

About checking a FiveM server

Is my FiveM server online, or is it just me who cannot connect?
Put the IP and port in and the check happens from our server, not from your machine, so it answers that question directly. If it says online and you still cannot join, the server is up and the problem is between you and it: your own firewall, a wrong game build, a pending client update, or a platform block, which is a different check. If it says nothing answered, the server process is down, the port is wrong, or the host firewall is dropping requests from everywhere — ask someone else to try before you start changing config.
Why does the player count look wrong?
There are two counts and they are not the same thing. A direct check reads clients from /dynamic.json, which is the number the server itself reports. A join-code check reads clients from the public cfx.re list entry, which is refreshed on a heartbeat and can be a minute or two behind. The list entry also carries selfReportedClients, which some servers inflate; we show the list field, not that one. If the two disagree, the direct number is the current one.
Why is there no player list for my server?
Two separate reasons, and the tool says which one applies. If /players.json does not answer at all, something in front of your server — usually a reverse proxy or a DDoS filter — only forwards /info.json. If it answers but every name is the word Player, nothing is broken: recent FXServer builds redact player names on that endpoint by default. The count is honest in both cases; the names are not available in the second.
Does checking a server hammer it?
No, and that was the first thing designed here. Every answer is cached for ninety seconds and shared between everyone who asks, fresh checks are rate limited per visitor, and each request has a seven-second timeout. A status page that goes round a Discord can be opened a thousand times and your server sees a handful of requests. We also refuse private, loopback and reserved addresses, and any port below 1024, so nobody can use this endpoint to probe a network that is not theirs.
What does the game build field tell me?
sv_enforceGameBuild is the build your server forces clients onto, and it is the single most common reason a player gets stuck on the loading screen while everyone else is fine. If the field says 3258 and your mods expect 2802, that mismatch is your bug. sv_defaultGameBuild is what the artifact would use if you enforced nothing, and we show both so you can see whether the value in your config is actually taking effect.