LobbyLimbo Manager
作者:rebot | 分类:模组
Minecraft 版本: 1.21 1.21.1 1.21.2 1.21.3 1.21.4 1.21.5 1.21.6 1.21.7 1.21.8 1.21.9 1.21.10 1.21.11 26.1 26.1.1 26.1.2
平台: bungeecord velocity waterfall
标签: management utility

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
Permissions
lobbylimbomanager.command.lobby→ Access to the /lobby and /hub commandslobbylimbomanager.admin→ Access to administrative commands
Installation
- Download the latest release
- Place the
.jarin your proxy plugins folder - Start your proxy
- 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
请登录后举报
暂无评论,抢个沙发吧~