Quick start

Tosun AntiCheat — Documentation

Everything you need to protect your FiveM server from cheats. The roadmap below shows where to start based on your situation.

Quick start — working in 15 minutes

If you're starting from scratch, follow this order:

#StepTimeGuide
1Prepare a database
Already running QBCore/ESX? Your existing database is enough
~5 minDatabase (MySQL) →
2Open your panel account
Your license key is generated here
~2 minPanel & Site Setup →
3Install the anti-cheat
Download, extract, add 3 lines to server.cfg
~5 minInstallation →
4Apply platform hardening
The highest-value step — blocks most cheats in one go
~3 minInstallation § 7 →

What do you need?

Your situationGo to
New install, starting from scratchInstallation guide — step by step, with the reason for each step
No database / can't connectDatabase guide — three options, connection strings, troubleshooting
Want to self-host the panelPanel setup — Nginx, SSL, cron, security rules
QBCore / ESX compatibilityFramework — detected automatically
Getting false bansSettings & performance — confirmation windows, exemptions
Integrating with your own scriptsExports — exemption, ban and whitelist API
Where's my license key?License key
Something's wrongFAQ · Panel → Support

How the system works

Three components work together:

ComponentRuns onJob
tosun-acYour FiveM serverDetection, punishment, protection. The anti-cheat itself.
tosun-ac-guardianYour FiveM serverRestores the anti-cheat within a second if it's stopped.
PanelWebBans, detections, live monitoring, settings.

The panel and server talk both ways, automatically: detections land in the panel instantly, and setting changes reach the server in ~30 seconds. You do not need to restart the server to change settings.

Our protection approach

Protection is built in three layers. The outermost is the strongest:

1. Platform layer (cannot be bypassed). FiveM's own routing convars — sv_entityLockdown, sv_stateBagStrictMode, sv_filterRequestControl. With these on, the server simply never relays the malicious packet; what runs on the client is irrelevant.

2. Server-authoritative layer. Weapon grants, explosions and damage flow through the server as net events and are checked against server-side reality. An executor cannot skip this layer — it can only try to fabricate the contents, which is exactly what gets caught.

3. Client layer. Native integrity, OCR, menu signatures. A fast, cheap first filter — designed on the assumption that it will eventually be burned.

An honest note: no anti-cheat can promise "cheats absolutely cannot get in" — client-side detection has a hard physical limit against kernel-level cheats. That's why we put the weight on the server and platform layers, which cheats cannot bypass. Applying platform hardening is the single most effective thing you can do.

False-ban policy

We avoid both mistakes:

  • Banning an innocent player. Physics-based detections (speed, teleport, noclip) require multiple consecutive readings and a minimum duration, and are skipped entirely during lag or desync.
  • Letting a cheater slip. A cheater cannot deliberately induce lag to keep resetting the confirmation window — if total violations cross a threshold over a longer window, the punishment still lands.

Detections with a higher false-positive risk also use temporary bans (noclip is 7 days, for example), while definitive detections — menu signatures, dump attempts — remain permanent. All configurable: Settings & performance.

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