OMNISYNC
Redis-powered player data sync for modern Paper/Folia + Velocity networks.
Stop losing player data during server transfers.
OmniSync is a proxy synchronization engine built for networks that need fast, consistent profile handoff between backend servers. It uses Redis locks, dirty-session protection, and Folia-safe player scheduling to move core player state without unsafe tick-thread blocking.
Every handoff is protected by a short-lived Redis lock so the target server waits for the source server to finish saving.
- Redis lock layer: Player data is locked while the backend writes the latest snapshot.
- Velocity transfer guard: Server switches are delayed while the player's lock is active.
- Limbo safety mode: Joining players are held safely until their data can be applied.
The goal is simple: no unsafe joins, no stale overwrites, and no transfer race chaos.
SEAMLESS SERVER-TO-SERVER PROOF
- Proxy-aware sync: Built for backend networks behind Velocity.
- Fast lock polling: Locks are checked quickly so clean transfers feel smooth.
- Live Redis status: Admins can check latency and active limbo queue size with one command.
OmniSync is designed around Redis because player-transfer state needs to be fast, shared, and visible across the network.
- /omnisync status: View Redis latency and current limbo queue count.
- Configurable Redis prefix: Keep test, staging, and production networks isolated.
- Data TTL cleanup: Player profile hashes expire after a configurable retention window.
Hard crashes are where most sync plugins get dangerous. OmniSync uses dirty flags to avoid silently overwriting a newer or unsafe session.
- Dirty flag protection: Marks which backend currently owns the player's live profile.
- Stale session quarantine: Suspicious joins stay in limbo until an admin resolves them.
- Admin recovery commands: Unlock, force-save, purge, and inspect sync health from one command tree.
Not every server wants every player field synchronized. OmniSync lets you choose the profile data that belongs at network level.
- Inventory stack: Inventory contents, armor, offhand, and ender chest.
- Player state: Health, hunger, experience, flight, absorption, fire ticks, and air.
- Optional game mode: Disabled by default so most networks can manage game modes per server.
- Editable messages: MiniMessage-compatible admin and player feedback.
- Paper/Folia backend jar: Uses entity scheduling for player-safe apply operations.
- Velocity proxy jar: Adds server-transfer lock protection.
- Redis 6+ required: Stores player snapshots, locks, dirty flags, and sync state.
- Java 21+ required: Built for current Minecraft server runtimes.
- License key required: OmniSync verifies license keys through the OmniSync license API at startup.
- /omnisync help - Show admin commands
- /omnisync reload - Reload config and reconnect Redis
- /omnisync force <online-player> - Save a live player snapshot
- /omnisync unlock <uuid|online-player> - Clear a lock and dirty flag
- /omnisync cleardata <uuid|online-player> - Purge offline Redis profile data
- /omnisync status - Show Redis latency and limbo queue count
- BungeeCord is not supported in this release.
- Vault, PlaceholderAPI, MySQL, MongoDB, and economy plugins are not required.
- If Redis is offline, OmniSync will refuse unsafe sync behavior.
- If license verification fails, OmniSync will not run.
Note: OmniSync is a Redis-backed synchronization engine. Always test on your exact server software, Minecraft version, Redis setup, and proxy layout before using it on a live network.
