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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:
  1. Paper/Folia backend plugin: captures and applies player profile data.
  2. 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.