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Моды/LobbyLimbo Manager
LobbyLimbo Manager

LobbyLimbo Manager

Lobby and limbo manager for BungeeCord and Velocity with smart fallback, queue system, and automatic player routing across servers.

2
0

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LobbyLimboManager

High-performance lobby and limbo management plugin for BungeeCord and Velocity networks.

Designed for scalability, reliability, and smooth player routing across multi-server environments.

Overview

LobbyLimboManager handles player distribution, fallback logic, and queue management at the proxy level.

  • Automatically routes players to available lobbies
  • Uses limbo servers to keep players connected when needed
  • Includes a built-in queue system for full or unavailable lobbies
  • Fully configurable behavior
  • Works on both Velocity and BungeeCord

Features

Smart Routing

Automatically sends players to the most suitable lobby based on configurable strategies:

  • Least players
  • Random selection
  • Round-robin distribution

Limbo & Fallback System

Prevents unnecessary disconnections when lobbies are not available.

  • Sends players to limbo servers when needed
  • Keeps players connected during downtime
  • Smoothly redirects back to lobbies when available

Queue System

Handles full or unavailable lobbies efficiently.

  • Automatic queue handling
  • Sends players when space becomes available
  • Prevents connection spam and failed joins

Multiple Servers Support

Built for flexible network setups.

  • Multiple lobby servers
  • Multiple limbo servers
  • Dynamic routing between them

Fully Configurable

Customize behavior to fit your network.

  • Routing modes
  • Server limits
  • Fallback behavior
  • Queue system

Supports live reload with:

/llm reload

Commands

  • /lobby, /hub → Sends the player to an available lobby
  • /llm reload → Reloads plugin configuration (Warning: nvm, it works)

Permissions

  • lobbylimbomanager.command.lobby → Access to the /lobby and /hub commands
  • lobbylimbomanager.admin → Access to administrative commands

Installation

  1. Download the latest release
  2. Place the .jar in your proxy plugins folder
  3. Start your proxy
  4. Edit the generated configuration if needed

Compatibility

  • Velocity
  • BungeeCord
  • Waterfall (Not tested, but expected to work)

Config.yaml Example

Spoiler
# ============================================================
# LobbyLimboManager Configuration
# ============================================================
# This file controls how players are routed between lobby and
# limbo servers on BungeeCord, Waterfall, and Velocity proxies.
#
# IMPORTANT: Server names listed below must match the names
# defined in your proxy configuration EXACTLY.
# They are NOT case-sensitive in this file, but must exist.
# ============================================================

# -----------------------------------------------------------
# Config Version
# -----------------------------------------------------------
# This value is managed by the plugin. Do not modify it.
# Changing it may reset your configuration on next reload.
config-version: 1

# ============================================================
# LOBBY SERVERS
# ============================================================
# List all lobby servers that players can be sent to.
# These are the main servers players join when logging in or
# being recovered from a kick.
#
# NOTE: Names MUST match the servers defined in your proxy
#       configuration (e.g. BungeeCord config.yml or Velocity
#       velocity.toml). The plugin looks up servers by these
#       names at runtime.
lobbies:
  servers:
    - lobby1
    - lobby2
    - lobby3

# ============================================================
# LIMBO SERVERS
# ============================================================
# Limbo servers are lightweight holding servers used when no
# lobbies are available or a player is queued.
#
# NOTE: A server listed here should NOT also be listed under
#       lobbies. The plugin will ignore overlapping names in
#       limbo selection.
limbos:
  servers:
    - limbo1
    - limbo2

# ============================================================
# SELECTION MODES
# ============================================================
# Controls how the plugin chooses which server to send a
# player to.
modes:

  # Lobby Selection Mode
  # --------------------
  # Determines how a lobby is chosen when a player needs one.
  #
  # Valid values:
  #   ROUND_ROBIN   - Cycles through lobbies in order.
  #                   Example: lobby1 -> lobby2 -> lobby3 -> lobby1
  #   RANDOM        - Picks a random available lobby.
  #   LEAST_PLAYERS - Picks the lobby with the lowest player
  #                   count at that moment.
  lobby-mode: ROUND_ROBIN

  # Limbo Selection Mode
  # --------------------
  # Determines how a limbo server is chosen.
  #
  # Valid values:
  #   FALLBACK    - Limbos are ONLY used when no lobby is
  #                 available. This is the recommended default.
  #   ROUND_ROBIN - Rotates through limbo servers independently.
  #   STANDALONE  - Limbo servers are never used automatically.
  #                 They must be targeted manually.
  limbo-mode: FALLBACK

# ============================================================
# FALLBACK SETTINGS
# ============================================================
# Controls what happens when a player is kicked from a server.
#
# Fallback Flow (in order):
#   1. If kick message contains a no-fallback keyword, the
#      player is disconnected (no recovery attempted).
#   2. If fallback-to-lobby is enabled, the plugin tries to
#      find another available lobby.
#   3. If no lobby is available and fallback-to-limbo is
#      enabled, the player is sent to a limbo server.
#   4. If nothing is available, the kick proceeds normally.
fallback:

  # Enable fallback to another lobby when a player is kicked.
  # Set to false if you want kicked players to disconnect
  # instead of being moved to another lobby.
  fallback-to-lobby-enabled: true

  # Enable fallback to limbo when no lobbies are available.
  # If both this and fallback-to-lobby are false, kicked
  # players will simply be disconnected.
  fallback-to-limbo-enabled: true

  # Server Fallback Control
  # --------------------
  # Controls which servers are allowed to trigger fallback.
  #
  # Mode: allow
  #   Only servers listed below PLUS all lobby servers can
  #   trigger fallback. All other servers will disconnect
  #   players on kick.
  #
  # Mode: deny
  #   Servers listed below will NEVER trigger fallback.
  #   All other servers (including lobbies) will trigger
  #   fallback normally.
  servers-fallback-disabled:
    mode: deny
    servers:
      - creative

  # Kick Message No-Fallback Keywords
  # ---------------------------------
  # If a kick message contains any of these keywords (case
  # insensitive), the plugin will NOT attempt fallback.
  # This is useful for bans, manual kicks, or anti-cheat
  # disconnects where moving the player is undesirable.
  #
  # Examples of common keywords:
  #   banned      - Prevents banned players from rejoining
  #   kicked by   - Prevents staff kicks from triggering fallback
  #   timed out   - Connection issues usually don't need fallback
  kick-message-nofallback:
    - banned
    - kicked by
    - timed out
    - disconnect.spam
    - flying

# ============================================================
# QUEUE SETTINGS
# ============================================================
# When all lobbies are full, players are placed in a queue.
# These settings control how and when they are released.
queue:

  # Dispatch Attempt Threshold
  # --------------------------
  # Number of consecutive successful health checks a lobby
  # must pass before it is considered READY for queue dispatch.
  #
  # This works together with health-check-interval:
  #   If health-check-interval = 30 and this value = 2,
  #   a newly started lobby must be healthy for 60 seconds
  #   before queued players are sent to it.
  #
  # WARNING: Setting this too low (e.g. 1) may send players to
  #          lobbies that are still warming up, causing join
  #          failures. Setting it too high delays recovery.
  #
  # Recommended: 1-3 for quick recovery, 3-5 for stability.
  dispatch-attempt-threshold: 1

# ============================================================
# GENERAL SETTINGS
# ============================================================
settings:

  # Health Check Interval (seconds)
  # -------------------------------
  # How often the plugin pings all configured servers to check
  # if they are online, full, or offline.
  #
  # Trade-off: Lower values detect crashes faster but increase
  # network load. Higher values are lighter but slower to
  # react.
  #
  # Recommended: 30 for small networks, 60 for large networks.
  health-check-interval: 30

  # Failed Server Retry Interval (seconds)
  # --------------------------------------
  # When a server fails a health check, it is marked as failed
  # and will not be selected for routing until this time has
  # passed AND it passes a new health check.
  #
  # This prevents repeatedly sending players to a crashed
  # server.
  failed-server-retry-seconds: 60

  # Attempt Expiry (seconds)
  # ------------------------
  # How long the plugin remembers that it already tried to
  # send a specific player to a specific server.
  #
  # This prevents infinite loops: if a player fails to connect
  # to lobby1, the plugin won't try lobby1 again for this
  # duration. After expiry, it can be retried.
  attempt-expiry-seconds: 30

  # Queue Dispatch Interval (milliseconds)
  # --------------------------------------
  # Minimum time between queue processing cycles.
  #
  # Lower values move players faster but increase CPU usage.
  # The plugin will still respect server capacity and readiness.
  queue-dispatch-interval: 2000

  # Queue Waiting Message Interval (milliseconds)
  # -----------------------------------------------
  # How often queued players receive a waiting message.
  # Set to 0 to disable waiting messages entirely.
  queue-waiting-interval: 5000

  # Debug Mode
  # ----------
  # When enabled, the plugin prints detailed state transitions,
  # routing decisions, and queue activity to the console.
  #
  # WARNING: This generates a LOT of output. Only enable when
  #          troubleshooting. Disable for production.
  debug: false

  # Server Player Limits
  # --------------------
  # Defines the maximum number of players each server can hold.
  # This is used to determine if a lobby is FULL and to decide
  # how many queued players can be dispatched.
  #
  # Valid values for each server:
  #   -1  = Unlimited. The server is never marked FULL.
  #    0  = Auto-detect. The plugin pings the server to read
  #         its max-player value (from server.properties or
  #         the server's own configuration).
  #   >0  = Fixed limit. The server is marked FULL when its
  #         online player count reaches this number.
  #
  # Example: A survival server with 50 slots should be set to
  #          50 so the plugin knows when it is full.
  server-limits:
    lobby1: 100
    lobby2: 100
    lobby3: 100

# ============================================================
# MESSAGES
# ============================================================
# All messages shown to players support Minecraft color codes
# using the '&' symbol (e.g. &a = green, &c = red).
#
# Available placeholders:
#   %server%   - Replaced with the target server name
#   %player%   - Replaced with the player's name
#   %position% - The player's position in the queue
#   %total%    - The total number of players in the queue
#
# NOTE: Placeholders only work in messages that reference them.
#       Using an unsupported placeholder will leave the raw
#       text in the message.
messages:

  # Shown when a player is successfully connected to a lobby.
  connect-lobby: "&aConnecting you to lobby &e%server%&a..."

  # Shown when a player is sent to a limbo server.
  connect-limbo: "&eConnecting you to limbo server &7%server%&e..."

  # Shown when a player is kicked and moved to a fallback lobby.
  fallback-lobby: "&eThe server you were on became unavailable. Moving you to &a%server%&e..."

  # Shown when a player is kicked and moved to a fallback limbo.
  fallback-limbo: "&cAll lobbies are full or unavailable. Moving you to limbo &7%server%&c..."

  # -----------------------------------------------------------
  # Error / Status Messages
  # -----------------------------------------------------------
  no-lobby-available: "&cNo lobby servers are currently available. Please try again later."
  no-limbo-available: "&cNo limbo servers are currently available. Please try again later."
  no-server-available: "&cNo servers are currently available. Please try again later."
  server-not-found: "&cThe target server could not be found."
  already-connecting: "&cYou are already being connected to a server."
  command-player-only: "&cThis command can only be used by players."
  already-in-lobby: "&cYou are already connected to a lobby server."

  # -----------------------------------------------------------
  # Queue Messages
  # -----------------------------------------------------------
  # These messages are sent automatically by the queue system.
  queue-position: "&eYou are in position &c%position% &eof &c%total% &ein the queue."
  queue-join: "&cAll lobbies are full. You have been added to the queue."
  queue-waiting: "&eYou are in the queue. Position: &c%position%&e of &c%total%&e. Please wait..."
  lobby-available: "&aA lobby is now available! Connecting you to &e%server%&a..."

Notes

  • Designed for stability and long-term usage
  • Suitable for both small and large networks
  • Focused on reliable routing and clean behavior

Совместимость

Minecraft: Java Edition

26.1.x1.21.x

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Лицензия:Apache-2.0
Опубликован:1 неделю назад
Обновлён:6 дней назад
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