Reliable network event overflow
A script sent so much to one player that their connection could not keep up, so they were kicked.
Do this first
Note which players it happens to and when. This one needs someone to find the noisy script.
What it means
More events were queued for a client than the reliable channel can hold. FiveM drops the connection rather than fall further behind, so players are kicked with no obvious reason.
The channel is per-client, so the player who gets kicked is not necessarily the one doing anything unusual.
What causes it
Ordered by how often it is the answer.
- 1
An event triggered in a tick loop
TriggerClientEventinside a thread with a short Wait, per player, is the textbook cause. - 2
A broadcast in a loop
TriggerClientEvent('x', -1, ...)inside anything that repeats multiplies by the player count. - 3
Very large payloads
A whole inventory or a map of every player, sent frequently. Size fills the channel as surely as count.
- 4
A feedback loop between client and server
Client triggers a server event, the server answers with a client event, the client answers again.
- 5
An exploiter spamming an event
Which is also a security problem — see the vulnerability scanner.
How to tell which one is yours
Count them. A per-event counter on the server over a minute makes the offender obvious immediately:
local counts = {}
local realTrigger = TriggerClientEvent
-- wrap, count, print every 60sWhere to look
Every TriggerClientEvent inside a CreateThread, and every broadcast to -1.
How to fix it
Send state, not a stream of events. State bags replicate once and only when they change:
-- instead of TriggerClientEvent every tick
Entity(veh).state:set('fuel', level, true)When you must send events, throttle and batch:
if GetGameTimer() - lastSend > 1000 then
lastSend = GetGameTimer()
TriggerClientEvent('myres:update', src, batchedPayload)
endStill stuck on your own code?
This page is what this error usually means. Paste your console into Server Fixer and it will rank everything in it and tell you what to do first, and if you would rather not touch it, ORBIE can repair the script and hand the resource back ready to drop in.
bug_reportOpen Server Fixer