
MultiProxySync
Solve inconsistent player counts across multiple Velocity proxies.
MultiProxySync 2.0.0
release12 апреля 2026 г.🚀 MultiProxySync v2.0.0
This release is a major upgrade for MultiProxySync.
Version 2.0.0 introduces the first official public API release and restructures the project into separate API and plugin modules, making third-party integrations cleaner and easier.
✨ Features
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Official Public API
Other plugins can now directly access synchronized proxy and player data through the MultiProxySync API. -
Modular Project Structure
The project is now split into:multiproxysync-apimultiproxysync-plugin
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Maven Central Support
The API is now available through Maven Central, so developers no longer need to install the API jar locally. -
Cleaner Integration Flow
External plugins can now access the API throughMultiProxySyncProvider, making integration more straightforward.
🔌 API Capabilities
The public API now provides:
- all online proxies
- all players across all proxies
- players grouped by proxy
- total global player count
- player count grouped by proxy
⚠️ Notes
- The API is read-only.
- Redis connection handling remains internal to the plugin lifecycle.
- Returned player identifiers are UUID strings.
- This update is especially useful for integrations with other Velocity plugins.
MultiProxySync 1.3.1
release10 апреля 2026 г.🚀 MultiProxySync v1.3.1
This update introduces a major enhancement to MultiProxySync: a public API.
In addition to global synchronization, plugins can now directly access synchronized player data across proxies.
✨Features
- Public API:
Introduces a public API allowing other plugins to access global player data (total count, grouped data, etc).
MultiProxySync 1.0.0
release16 марта 2026 г.🚀 MultiProxySync v1.0.0
This is the first official release of MultiProxySync. It is designed to resolve the inconsistency in player counts shown on the server list (Ping) across different entry points in a distributed Velocity network.
✨ Features
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Global Real-Time Sync: Enables real-time player statistics synchronization across multiple Velocity proxy instances.
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Distributed Architecture: Powered by Redis Sets for data storage and retrieval—lightweight, fast, and highly efficient.
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Automatic Self-Healing: If a proxy node goes offline unexpectedly, stale player data in Redis is automatically cleared within 30 seconds, effectively preventing "ghost players."
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Plug-and-Play: No complex commands required. Once Redis is configured and the server restarts, the plugin automatically takes over the player count display on the server list.
