How long is the queue, and who leaves it?
Queue length at peak and how many connections fail, by stage.
The resource reads server-thread time and hitch warnings, connection failures, jobs and roles, cash and gold supply, and store purchases.
See how long your queue gets, how the cash and gold economy moves, which roles are covered and when the server thread hitches.
Free for one server. No card needed.
What the demo dashboard answers for this game.
Queue length at peak and how many connections fail, by stage.
Players online through the day and week, for events and restarts.
Server-thread time and every hitch warning, with a Discord alert when it starts.
Cash and gold supply, and where money comes from and where it goes (sources in detail on RSG).
Lawmen and every job online by hour, and what happens when one runs thin.
Store revenue by package, matched to players when you set serverstats_id_type to fivem.
The same serverstats resource as FiveM, switched to RedM's metrics on its own. There's no client script.
No install yet? Basic mode reads /dynamic.json and /info.json over HTTP on port 30120. Check any RedM server with the free server status checker.
A dashboard shaped like your server, and a log of who paid whom.
We suggest the gamemode from the plugins we detect, and you confirm it. Anything else gets the general dashboard.
Every payment, trade, shop sale and punishment in one log you can filter by player. Abuse flags point out large transfers, alt-account funnels, transfer rings and staff paying themselves.
On RedM the resource runs a loop on the server thread that should come round every frame. When the gap between two rounds is more than 100 ms, the server thread was stuck: ServerStats records a hitch with its length, the same condition FXServer's own hitch warning describes.
Hitches next to players online and peds, vehicles and objects tell you whether the server is overloaded at peak or something spikes on a timer. To see which resource is responsible, record FXServer's profiler at those times; ServerStats doesn't split CPU per resource.
Queue length and connect wait sit on the same page, so you can see whether hitches are costing you players at the door.
Works with
# Put the serverstats resource in resources/, then: set serverstats_claim "SS-XXXX-XXXX-XXXX" ensure serverstats # VORP and RSG are detected automatically.
Yes. RedM and FiveM share the Cfx platform, so one serverstats resource covers both. Run a FiveM and a RedM server under one account.
VORP and RSG are detected automatically. Standalone servers get everything except framework-specific economy and role data.
VORP has no native money event. By default ServerStats samples online characters' cash, gold and rol every minute, so simultaneous gains and spending can cancel out. For per-operation changes, add the optional serverstats VORP bridge to vorp_core's server scripts; it observes server-side currency mutations and keeps the minute sample as a fallback. The bridge still cannot tell why a payment happened. RSG money changes include the framework's reason.
Yes. Jobs listed in serverstats_law_jobs (sheriff, marshal, police, lawman and leo by default) are counted as lawmen on duty, hour by hour.
Analytics use a keyed hash of each identifier. The original is kept encrypted with your account's key so you can look players up and moderate them. IPs never reach us.
Free covers one server with 24 hours of history, forever, with no card. Operator is $9.99 a month for 10 servers and 90 days of history, which you need for week-on-week trends and D7 or D30 retention. Yearly billing gives two months free.