RedM same-process reconnect crash during game reload (king-mountain-alaska / redm.exe+8006460)

What is the issue you’re having?

RedM reproducibly crashes when reconnecting to the same local server without fully closing and restarting the RedM process.

The initial connection succeeds and the client enters the session normally. All relevant client-side tests complete successfully. After disconnecting and reconnecting using the same RedM process, the client reaches SESSION_STATE_ENTER, receives connectOK, and starts the game reload path. Approximately 1.2 to 1.5 seconds later, the main game thread crashes.

Two independently preserved attempts produced the same result:

Crash key: king-mountain-alaska
Crash hash: redm.exe+8006460
Exception: 0xC0000005 access violation
Operation: WRITE
Invalid target address: 0x0000000000000001
Fault module: RedM_b1491_GTAProcess.exe
Fault module offset: 0x8006460
Crash thread: MainThrd

Both logs also contain two occurrences of:
SendNetPacket … called from multiple threads!

The first occurrence appears during disconnect/shutdown, while the second occurs near the final crash.

The server successfully creates the reconnect session before the client crash. After the crash, the server closes the session and returns to ready=true, active=0 and pending=0. No server-side session or reservation leak was observed.

Using a completely fresh RedM process for every connection completed three consecutive cycles without this crash. The issue occurs when the same RedM process is reused after disconnecting.

What have you tried already to fix the issue?

I tested the issue using multiple controlled connection cycles.

The same-process reconnect crash was reproduced in two preserved attempts. Both attempts produced the same crash key, crash hash, access violation type, invalid write target, fault module, and module offset.

I then tested a workaround where RedM is fully closed after every disconnect and a completely fresh RedM process is started before reconnecting. Three consecutive fresh-process cycles completed successfully without this crash.

I also verified the server state after each client crash. The reconnect session was closed correctly and the server returned to ready=true, active=0 and pending=0, with no session or reservation leak.

The two preserved minidumps and logs were compared. Both crashes occurred during the same reconnect/game-reload lifecycle and used the same set and versions of 286 loaded modules. No server resource or configuration change resolved the same-process reconnect crash.

The current workaround is to fully close RedM before reconnecting.

What server did you get this issue on?

Private local development server (localhost)

Windows version

Windows 10 19045.5247

System specifications

Operating system: Windows 10 64-bit, build 19045.5247
Primary GPU: NVIDIA GeForce RTX 3080
Secondary integrated GPU: AMD Radeon™ Graphics
RedM game process: RedM_b1491_GTAProcess.exe
Observed RedM module version: 1.0.0.33206
Vulkan API reported by crashometry: 1.4.341

Antivirus software

Microsoft Defender Antivirus (Windows Security)

CitizenFX crash zip file (‘Save information’ on a crash)

OneLife_RedM_R4_Cfx_Issue_20260722.zip (4.71 KB)

Additional comments

The attached ZIP is a sanitized evidence package containing the reproduction steps, technical crash signature, timing information, environment details, SHA-256 checksums, and privacy scan summary.

Raw crash dumps and raw CitizenFX logs are not attached publicly because they may contain private server, network, license, identifier, or local-path information.

The original raw evidence has been preserved with verified SHA-256 hashes and can be provided privately to authorized Cfx staff if required.

No new crash was reproduced while preparing this report. The current workaround is to fully close RedM and start a fresh process before every reconnect.

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Update — controlled reproduction and exact-build WinDbg confirmation

I completed a new controlled non-invasive comparison and exact-build WinDbg
analysis.

CONTROL TEST

  • Fresh RedM process
  • One normal connection
  • Client fully entered the session
  • RedM was then closed normally
  • No crash
  • No new dump
  • No SendNetPacket multi-thread warning

SAME-PROCESS RECONNECT TEST

  • Fresh RedM process
  • First connection completed successfully
  • Used the F8 “disconnect” command
  • Waited until the client fully returned to the menu
  • Connected again using the same RedM process
  • The server accepted the second connection and returned connectOK
  • The client then entered the game-reload path and crashed approximately
    1.203 seconds later

The new built-in RedM minidump matches the dominant fingerprint found in
eight previously preserved dumps, bringing the confirmed cluster total to
nine dumps.

Confirmed WinDbg fingerprint:

Exception code: c0000005
Access type: Write
Target address: 0x1
Fault module: RedM_b1491_GTAProcess.exe
Fault offset: 0x8006460
Immediate caller: RedM_b1491_GTAProcess+0x14fe03
Failure bucket:
INVALID_POINTER_WRITE_c0000005_RedM_b1491_GTAProcess.exe!Unknown
Failure hash:
{11bf9d25-3f4d-648d-2716-854481093f57}

Exact game subprocess version:
2.0.0.33206

Dump SHA256:
93DF6485EFEBA4F3DC484BB1FF1ABAE920C49024C187D64EF2B556180C7C35DD

Exact executable SHA256:
46B7D9BC738B111852E703A5D68812BC167B2A2D1782F8000B64A06E18B4B42B

Correction to the original post:
The exact game subprocess version is 2.0.0.33206, not 1.0.0.33206.

The second connection reaches connectOK before the crash, so the server
handshake succeeds. The crash occurs during the client-side game-reload
lifecycle.

The SendNetPacket multi-thread warning appears 16 ms after the crash is
already captured. It is therefore treated as a correlated terminal symptom,
not as a proven initiating cause.

The issue was reproduced without a live debugger, ProcDump, or WER
configuration changes.

A new public-safe evidence package is attached. It contains:

  • controlled reproduction results;
  • exact reconnect timeline;
  • sanitized CitizenFX log excerpt;
  • nine-dump cluster summary;
  • exact-build WinDbg analysis;
  • SHA256 verification;
  • privacy review.

The raw minidump and exact RedM executable are preserved but are not included
publicly because of privacy and redistribution concerns. They can be supplied
through an official private Cfx.re-controlled destination if requested.

Current workaround:
Fully close and restart RedM after disconnecting. Reconnecting from the same
RedM process consistently triggers the crash.

Could a moderator move this topic to RedM Discussion > Bug Reports if that
category is more appropriate?

F6_CfxRe_RedM_Reconnect_Crash_Public_Safe.zip (21.0 KB)