fivem-mcp-server
Provides tools for building, running, and live-testing FiveM servers through RCON, client devcon, game window input/screenshot, and an in-game bridge for natives, exports, and NUI callbacks.
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@fivem-mcp-serverrestart the mcpb resource and check the client console for errors"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
fivem-mcp
An MCP (Model Context Protocol) server that lets AI agents — Claude, Qwen, or anything that speaks MCP — build, run and live-test FiveM servers from the same machine.
It is the missing test layer for the "did it actually work in-game?" question: the agent can run real console commands, watch both the server log and the live F8 console of a running FiveM client, wait for specific output, and react — without you touching the keyboard.
agent (Claude / Qwen / …)
│ MCP over stdio
▼
fivem-mcp-server ──► UDP RCON / getinfo ──► FXServer (game port, e.g. 30120)
──► TCP devcon (29200/29300) ──► FiveM Legacy client F8 console
──► tail ─────────────────────► FXServer's redirected stdout logStatus
v0.5 drives the whole loop: server console (RCON), client F8 console (devcon), the game
window (launch, focus, screenshot, keyboard/mouse) and an in-game bridge (mcpb) for
natives, exports and NUI callbacks — plus ready-made test prompts. Tools answer with
structured content, carry MCP annotations, and stop as soon as the client cancels. All of it live-verified
against a real FXServer + FiveM Legacy client (see docs/plan.md and scripts/live-*.mjs).
Related MCP server: Universal Computer Control MCP
Where it is published
Channel | Address |
npm | fivem-mcp-server — |
MCP Registry |
|
Source releases | GitHub Releases, tagged |
The repository's GitHub Packages sidebar is deliberately empty: the artifact lives on
npmjs.com, not GitHub Packages — the latter would force a scoped @ziyacivan/ package name
and a second registry for no benefit.
Requirements
Node 22+ (Windows, macOS or Linux for the server side; the client devcon works wherever the FiveM client runs — this tool must run on that machine for the
client_*tools since devcon binds to localhost by default).A running FXServer you administer (
rcon_passwordset forserver_command).The Legacy FiveM client for the client-console tools (Enhanced removed the client devcon ports; see docs/protocol.md).
The keyboard/mouse/screenshot tools are Windows-only and run on the machine with the game. On other platforms every tool except those is served normally.
Install
Published on npm — no clone needed. Add it to Claude Code in one line:
claude mcp add fivem -s user \
-e FIVEM_RCON_PASSWORD=your-rcon-password \
-e FIVEM_SERVER_LOG=C:\FXServer\my-data\server.log \
-- npx -y fivem-mcp-server(-s user = available in every project; drop it for a per-project entry. Verify with claude mcp get fivem — status should read ✓ Connected. Remove with claude mcp remove fivem -s user.)
For a shared project config, put .mcp.json in the repo root and commit it —
Claude Code asks to approve it on first open, and env values can be interpolated
from your local .env-less shell via ${VAR} expansion:
{
"mcpServers": {
"fivem": {
"command": "npx",
"args": ["-y", "fivem-mcp-server"],
"env": {
"FIVEM_RCON_PASSWORD": "${FIVEM_RCON_PASSWORD}",
"FIVEM_SERVER_LOG": "${FIVEM_SERVER_LOG}"
}
}
}
}For Claude Desktop (or any client with JSON config), add to
claude_desktop_config.json:
{
"mcpServers": {
"fivem": {
"command": "npx",
"args": ["-y", "fivem-mcp-server"],
"env": { "FIVEM_RCON_PASSWORD": "your-rcon-password" }
}
}
}The server is also listed in the MCP Registry as
io.github.ziyacivan/fivem-mcp. Building from source (development):
git clone https://github.com/ziyacivan/fivem-mcp
cd fivem-mcp && pnpm install && pnpm build
claude mcp add fivem -- node ./dist/index.js # points at your working copyConfiguration (environment)
Variable | Default | Meaning |
|
| Machine running the FiveM client (devcon host) |
|
| FiveM.exe for the |
|
| Override the client devcon port |
|
| FXServer game port (UDP RCON + getinfo) |
| — | Matches |
| — | Path to FXServer's redirected stdout; enables server-side |
| — | Matches |
|
| Client console lines kept in the ring buffer |
|
| Consider command output done after this quiet period |
|
| Default max wait for |
| — |
|
Tools
Tool | What it does |
| Connection state: RCON, log file, client devcon. Call first. |
|
|
| Any server console command over UDP RCON; returns the captured output. |
| Types into the F8 console of a running Legacy client over devcon (nothing steals focus). This is the local console command layer — |
| Recent lines: client = live devcon stream (with |
| Block until a line matching a regex appears — your assertion primitive. |
| Every command the client console knows (devcon handshake). |
| Start FiveM, optionally straight into |
| Graceful |
| Game window existence, title, pid, rect, foreground state. |
| Bring the game forward / give focus back to your window. Input tools focus automatically. |
| PNG of the game window (PrintWindow, screen-BitBlt fallback). Downscaled — default 900, optional |
| Real scan-code input — GTA's DirectInput ignores VK-only injection. Held keys are released if the process dies. |
| Literal Unicode events — the channel the F8 console and chat NUI read. |
| Relative moves drive the camera; absolute coordinates position the cursor for NUI. |
| Pause between actions (loading screens, walk cycles). |
| The newest |
| Invoke the |
Prompts
Two workflows are shipped as MCP prompts, distilled from the live-verified loops:
test_resource(resource, expectations?)— clean restart → console error scan → client-half scan → in-game scenario (keys, screenshot, bridge state) → evidence-backed PASS/FAIL report where anything unverifiable is said so out loud.smoke_check— one fast sweep: connections, which server, error tails on both sides, window + screenshot, persisted client log. OK/WARN/DOWN per line.
The bridge resource (bridge/)
Client-side testing (natives, NUI callbacks, position) is outside what devcon and RCON can reach — the small companion resource closes that gap and ships in this repo.
# on the dev server
cp -r bridge/ <server-data>/resources/mcpb # or a junction
# server.cfg:
# ensure mcpb
# setr mcpb_enabled true
# setr mcpb_token <a-random-token>
# setr mcpb_event_allowlist my:event,other:event # trigger_event may fire only these
# setr mcpb_export_allowlist myres:*,other:method # optional; empty = any export
# setr mcpb_native_allowlist SetEntityHealth,GetGameTimer # optional; empty = any native
# setr mcpb_client_timeout_ms 8000 # a silent client fails fast
# setr mcpb_verbose true # echo requests to both consolesand point this server at it with FIVEM_MCPB_TOKEN. Then:
bridge { target: "client", src: 1, op: "position" }
bridge { target: "server", op: "call_export", args: "{\"resource\":\"myres\",\"method\":\"money\",\"args\":[1]}" }Client results come back through an in-band queue polled over RCON (~100 ms granularity since v0.5 — no log file needed; pre-0.5 resources still fall back to the log tail).
Dev servers only. mcpb_enabled defaults to false, the command is accepted only from
the console/RCON (never from a player), and the token is checked when set — but
call_native is exactly as safe as the console it runs behind. Keep RCON and this bridge
off anything you care about; see SECURITY.md. The full wire contract: docs/protocol.md §4.
Typical loop (what an agent does)
server_command: "ensure my-resource"wait_for_console: target=server, pattern="Started resource my-resource|Error"client_command: "connect localhost:30120"drives the join itself, thenread_console: target=clientcatches client-side console output that never reaches the server log.
Security notes — read before exposing anything
The client devcon socket has no authentication. Anyone who can reach it can run local console commands in that game client (connect, quit, ...). FiveM binds it to
127.0.0.1unless the client is started with-devcon(then0.0.0.0); this tool assumes the loopback default and never needs more. Do not tunnel it.RCON is the server's admin root. Keep
rcon_passwordstrong;FIVEM_RCON_PASSWORDlives in your MCP config — protect that file the same way.FXServer itself has no server-side devcon socket on current builds (verified 2026-09-02), which is why the server half is RCON + log tail.
Treat
server_commandas giving the agent root on your box the moment it canexecanything; run it only against development servers.
Development
pnpm test # vitest: fake devcon/rcon servers, byte-level SendInput/PNG checks, bridge contract, docs drift
pnpm typecheck
pnpm check # biome
pnpm build # -> dist/
pnpm run ci # all of the above (plain `pnpm ci` is a pnpm builtin and errors)Releasing: move the Unreleased changelog notes under the new version heading, then
pnpm version <patch|minor|major> (bumps and syncs server.json + the bridge manifest,
and tags), npm publish from your machine (prepublishOnly runs the full gate), and
git push --follow-tags. The Release workflow then re-runs the gate, creates the GitHub
Release from CHANGELOG.md, and registers the version with the MCP Registry.
See CONTRIBUTING.md.
Live verification against a real server/game: pnpm live:probe, live:e2e, live:m2, live:m3.
The wire protocol (DevCon frames, RCON/getinfo OOB datagrams, the Cfx string hash)
is documented byte-by-byte in docs/protocol.md, derived from the
open-source CitizenFX server, citizenfx/fivem@03dcc562. Live-verified: RCON reply
format, getinfo response and the >8-byte challenge drop were confirmed against a
real FXServer on 2026-09-02.
License
MIT. The FiveM/CitizenFX name is a trademark of Cfx.re; this project is not affiliated with or endorsed by Cfx.re.
This server cannot be deployed
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