Extracts self reported ve - ge - launcher - server ping from time packet
and broadcasts it via new `Sp` packet.
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## Summary
- Fix `Util.JsonEncode` incorrectly encoding Lua tables with index 0 as
JSON arrays
- Added `IsLuaArray()` helper function that validates all keys are
integers >= 1
- Tables with non-standard indices (like 0) are now correctly encoded as
JSON objects
Closes#348
## Before
```lua
Util.JsonEncode({[0]="a", [1]=true, [2]=0.1})
-- Output: ["a",true,0.1] (incorrect - data loss)
```
## After
```lua
Util.JsonEncode({[0]="a", [1]=true, [2]=0.1})
-- Output: {"0":"a","1":true,"2":0.1} (correct)
```
client -> server `t[8 bytes]`
server -> client `t[client's 8 bytes][server time 8 bytes]`
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1. Issue: Broken QueueThread joining logic which relies on thread being
`joinable` which is unrelated to doing `join`, leading to the case where
the network thread crashes when it reaches the end of scope, due to a
`std::terminate` in the dtor of `std::thread` (throws on destruction
when unjoined). Fix: Using `std::jthread` which uses RAII to join on
destruction.
2. Issue: Slow hardware or overloaded server can cause a client to
disconnect and socket to close before `TNetwork::DisconnectClient` is
called, but `IsDisconnected()` will still be false. In this case,
`.remote_endpoint()` can fail, which throws an exception, which is not
caught and thus `std::terminate`s the server. I observed this, even
though it was only in extremely contrived scenarios, it still happened
and crashed the server. Fix: Wrapping the whole block in a try/catch.
Alternate fix would have been to pass an `error_code` but the result is
the same. This fix is not quite enough though, a later fix resolves the
remaining issue that this causes the `mClientMap` to ignore the
disconnection. Also, all paths that do `if (c.IsDisconnected())` will
fail to decrement the `mClientMap`, which isn't always the right
behavior afaik. Fixed in another fix though.
3. Issue: Connection limiting ("DDoS protection") is broken as
exceptions cause it to not decrement (and slowly fill up the
`mClientMap`) in special cases. Mutexes are locked and unlocked manually
which can (and will) lead to cases where the mutex is locked, an
exception is thrown in the subsequent line (`address().to_string()` can
throw, same with `.remote_endpoint()`, both of which are being called in
the locked context without RAII unlocking). Fix: Replace manual map and
mutex handling with a new class, `TConnectionLimiter`, and an associated
"Guard" object `TConnectionLimiter::TGuard` which uses RAII to correctly
keep track of IP-and-connection-count associations, the way the previous
code was trying to do. This works across exceptions and other weird
issues. Each connection's main thread now owns a guard, which, on
destruction, decrements the counter. This way both the per-IP limits as
well as the global limits are enforced. Also added some stats about this
to the `status` command to ensure that server owners can observe this in
action.
4. Issue: `.address().to_string()` can throw and is called even if
`accept` failed, in `TNetwork::TCPServerMain`'s accept loop. I didn't
observe this and it didn't cause crashes, but I was touching that part
anyway. Fix: Explicitly handle the error case first, then get the IP,
etc.
5. Issue: `ReadWithTimeout` spawned a new async context for each read,
and then ran that context's event loop in a new thread. This means that,
not only did every one of those reads SPAWN A THREAD(!!!), it also
started an io context, which gets an fd, so this made DDoS arguably more
effective, not less.
6. Issue: Client disconnect can race due to being done on multiple
threads (TOCTOU bug). For example `Looper` and a normal disconnect call
can happen at the same time, because they check for `is_open` which can
be true, and then change to false right after the check, causing a
segfault in asio internals. Fix: Added an atomic compare-and-swap (CAS)
mechanic that acts like a lock for the socket disconnect/close, and
adjusted other places that checked `is_open`.
8. Issue: Lua panic calls the panic handler, and if the error supplied
in the panic is not a string, or is otherwise invalid, it will trigger
another panic within the panic handler. This continues and eventually
crashes the program in one of many fun ways. Fix: Use raw lua functions
to check if the top of the stack is a string, and only then print it,
otherwise print that there was a panic and leave it at that.
9. Issue: `error()` crashes the server, due to `sol::error`'s
constructor expecting a `std::string` (`lua_tostring` or `__tostring`
meta method), which doesn't exist if the error is, for example, `nil`. I
reported this to sol2, but it might be an issue only in this older
version we're using. Fix: Fixed as part of the next issue:
10. Issue: `TLuaResult` was used/accessed from multiple threads,
including `sol::object` accessed from multiple threads. This lead to
each access of a `TLuaResult::Result` accessing the Lua stack of that
state (from outside that state's thread, which is unsafe). This
consistently lead to issues and sometimes crashes. Fix: `TLuaResult` now
always marshals results into a detached result variant. This allocates,
but this is unlikely to impact the hot paths, as most results will be
empty or have primitive types. **UPDATE 2026-04-29:** This fix caused
some other issues, so I added a result type that has no result value,
only a status. That seems to help.
11. Issue: HTTP retains a curl handle per thread and never cleans them
up. With one new thread per client, each doing an auth request at least,
this quickly exhausts all file descriptors. This manifests itself as
**dns resolutions failing**, as the server fails to open a socket to
send a DNS query. Fix: The HTTP code now retains a pool of reusable
handles, which clean up automatically via RAII. I tried to build this in
a way that doesn't modify the code too much, so I kept it global and
static.
12. Issue: Crash when accessing an expired `std::weak_ptr<TClient>`.
This can happen when we check for `.expired()`, and then `.lock()`,
which is, of course, another TOCTOU (time of check vs time of use) bug.
What youre SUPPOSED to do instead, is locking, which always returns a
`std::shared_ptr<>`, and then check `std::shared_ptr<>::operator bool`.
An expired `std::weak_ptr` will return a default-constructed
`std::shared_ptr`, which evaluates to `false` when converted to `bool`.
Fix: Replaced all uses of `.expired()` and other such checks with the
correct pattern. This was a lot of search and manual replace :D.
I used LLMs to help with writing unit-tests, but those do not compile
into the final executable anyway. If this is undesired, I'm happy to
remove that code.
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Removes continue in socket accept flow
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This pull request adds BEAMMP_PROVIDER_DISABLE_MP_SET variable
(true/false/1/0) to disable MP::Set for providers.
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This PR adds a boolean parameter to the MP.SendChatMessage function that
allows logging the message or not (default true).
I took an example from the ``set_function("SendNotification" ...`` to
make the default value working.
It's my first time actually doing C++, I hope it's alright!
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Testing builds with -Wl,--export-dynamic
Closes#464
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## Summary
Reject malformed vehicle reset and paint packets before slicing
structured payloads, and catch parser exceptions in the TCP client loop.
## Problem
Or:<pid>-<vid>:null and similarly malformed Op packets could reach
substr(npos) in ParseVehicle, throwing std::out_of_range. On TCP, that
exception could escape the client loop and kill the thread.
## Changes
- Guard Or reset packets when no { payload exists
- Guard Op paint packets when no [ payload exists
- Add a small helper and unit test for structured payload extraction
- Catch std::exception around GlobalParser in the TCP client loop and
disconnect the offending client
## Verification
- git diff --check
- Full build/tests not run in this shell because cmake was not installed
add/test Debian 13 build to github actions
Closes#464
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Decreases the likelyhood of lua stack corruption.
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Update Lua version to make plugin development easier across platforms
and simplify Windows builds by using vcpkg.
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- Avoid redundant substr() calls in packet parsing hot-path
(TServer.cpp)
The previous code called substr(3) twice per packet, creating
unnecessary temporary strings. Now stores the result once.
- Replace .size() == 0 with .empty() for idiomatic C++
(TConsole.cpp, TLuaEngine.cpp)
When Acceptor.accept() returns an error (e.g., "Too many open files"),
the server was continuing to process an invalid socket, causing resource
leaks and potential infinite error loops.
Add continue statement to skip processing when accept() fails, allowing
the server to retry on the next iteration instead of crashing.
Fixes resource exhaustion DoS vulnerability where server would enter
error loop instead of handling gracefully.
<img width="1233" height="199" alt="image"
src="https://github.com/user-attachments/assets/bad8f559-6ef2-47ee-b1c1-3e6020cdfb77"
/>
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Right now server only checks if chat message is empty but doesnt check
the max length. Client limits to 500 chars but if someone modifies the
client they can send huge messages. I added a check on server side to
reject messages longer than 500 characters, same as client limit. I used
translator because I don't know English well
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This PR implements a new lua function and packet used for sends dialogs
to the client.
## Example:
https://github.com/user-attachments/assets/97bb5813-ea12-4b1d-a049-2f7ebf6b6da3
Example serverside code:
```lua
--MP.ConfirmationDialog(player_id: number, title: string, body: string, buttons: object, interaction_id: string, warning: boolean = false, reportToServer: boolean = true, reportToExtensions: boolean = true)
function onChatMessage(player_id, player_name, message)
MP.ConfirmationDialog(player_id, "Warning", "Watch your tone buddy!!",
{
{
label = "OK",
key = "dialogOK",
isCancel = true
}
}, "interactionID", true)
end
MP.RegisterEvent("onChatMessage", "onChatMessage")
function dialogOK(player_id, interaction_id)
MP.SendChatMessage(-1, MP.GetPlayerName(player_id) .. " clicked OK")
end
MP.RegisterEvent("dialogOK", "dialogOK")
```
### Details:
Each dialog can have multiple buttons, each button having it's own
callback event (`key`).
Each dialog can also have one button with `isCancel` being true,
settings this property to true causes the button's event to be called
when the users pressed `esc` to exit out of the dialog. If a dialog is
created without any button being the cancel button then the user will
only be able to exit the dialog by restarting the session or pressing
one of the buttons.
`interaction_id` will be sent as the event data with a button press
event, to track from which dialog the button press came. As when
multiple dialogs are opened they will stack and it will become difficult
to track what button on which dialog was pressed without having multiple
event handlers.
Waiting on https://github.com/BeamMP/BeamMP/pull/715 to be merged.
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This PR adds a new console command (`nettest`) that sends a request to
the server check api in order to test connectivity via the server's
public ip (serverlist entry).
- [x] https://github.com/BeamMP/ServerCheck/pull/2
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Converts the vehicle stored client side from a raw string to parsed json
data. This allows us to more easily edit the vehicle state serverside,
which I've started using in this PR for updating the state after a paint
packet.
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Adds `BEAMMP_PROVIDER_IP_ENV` for hosting panels, which allows the
server owner to configure which env var is read to get the ip interface
to bind to.
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# Mod database
This PR adds a local database of mods, which is used to cache mod hashes
and protection status.
## Mod hash caching
Mod hashes will now be cached based on last write date. This will speed
up server startup because only the mods with changes will have to be
hashed.
## Mod protection
You can now protect mods! This will allow you to host a server with
copyrighted content without actually hosting the copyrighted content.
Just run `protectmod <filename with .zip> <true/false>` in the console
to protect a mod. Users that join a server with protected mods will have
to obtain the file themselves and put it in their launcher's resources
folder. The launcher will inform the user about this if the file is
missing.
## Mod reloading
You can now reload client mods while the server is running by using
`reloadmods` in the console. Keep in mind that this is mainly intended
for development, therefore it will **not** force client to rejoin and
neither will is hot-reload mods on the client.
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This PR fixes an issue where players would get personal events during
downloads, which would corrupt the download and block the user from
being able to properly join the server.
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Reverts a PR that has been causing sol to crash.
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This PR adds an option in the server config to bind to a custom IP.
- [x] Review config comment and make sure that it is not confused with
port forwarding
- [x] Validate IP addresses
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This PR makes it so that connections are denied if lua hasn't loaded
yet, and makes it so that lua waits for the server to load before
accessing then uninitialized memory.
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Add ENV for missing settings.
Issue: https://github.com/BeamMP/BeamMP-Server/issues/414
Please let me know if there are any issues.
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Force the use of ipv4 for backend requests because the launcher doesn't
support ipv6 yet
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This PR fixes the segfault caused by rapidjson on the first heartbeat,
and the memory leak that happens during mod hashing.
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This PR converts all the http client code to use curl instead of
httplib. This will hopefully do something about the connectivity issues
with the backend and auth.
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Logs the reponses from authentication and backend.
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Closes#401
Replace deprecated `ip::address::from_string` with `ip::make_address` to
avoid build errors with Boost versions >= 1.87.0
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Just cleaning up some sentry related code, mentions, etc.
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#398
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