OmniSync synchronizes core player profile data across backend servers using Redis.
It is built for modern proxy networks where player transfers must wait for safe data
handoff instead of racing between servers.
What OmniSync Provides
Redis locks to protect profile saves during transfers.
Velocity transfer guard to delay backend switches while a lock is active.
Limbo queue to hold joining players until their data can be applied safely.
Dirty flag protection to stop stale session overwrites after crashes.
Folia-safe player application through entity scheduler calls.
Admin recovery commands for force saves, unlocks, cleanup, and status checks.
Synced Data
OmniSync can synchronize:
Inventory storage contents
Armor and offhand
Ender chest
Health, hunger, saturation, and exhaustion
Experience level, progress, and total experience
Flight state and fly speed
Absorption hearts
Fire ticks and remaining air
Optional game mode
Not Included
OmniSync does not sync economy, location, advancements, statistics, permissions,
or chat data in the current release.
BungeeCord is not supported in this release. Use Velocity for proxy transfer
protection.
Architecture
OmniSync has two jars:
Paper/Folia backend plugin : captures and applies player profile data.
Velocity proxy plugin : delays server transfers while Redis locks are active.
Both components must use the same Redis URI and redis-key-prefix for one network.