Based on a fresh audit against the Arcadia V2 modpack (444 mods, including
Curios + Accessories + SophisticatedBackpacks/Storage + RS2 + Cosmetic
Armor Reworked). Three perf wins + two opportunistic fixes.
Perf
- Heartbeat period 10s -> 30s. Paired with the 60s staleness threshold
this keeps failure-detection latency unchanged while cutting 3x the
server_info UPDATE traffic per server.
- Per-player hash-skip for unchanged snapshots (SaveToFile + staggered
auto-save). computeSnapshotHash() rolls over inventory/equipment/
enderchest/effects/xp/health/food/mod-data; when an auto-save produces
the same hash as the last successful write, the BG task returns early
and no UPDATE hits MySQL. Idle-server reduction is >95%. Logout /
shutdown / death never use the skip and refresh the hash on success
so post-logout rejoin doesn't wrongly skip.
- Batched backpack + SS saves. saveBackpackSnapshots / saveSSSnapshots
now build one transaction via executeBatchTransaction instead of
N sequential REPLACE INTO calls. A player with 3 backpacks + 2
shulkers drops from 5 network round-trips to 1 per logout save.
Per-entry fallback preserved on transaction failure.
- Periodic-save tick short-circuits when the player list is empty —
no main-thread hop, no log line, no DB heartbeat on empty servers.
Compat notes (no code change needed)
- CosmeticArmours (modid=cosmeticarmoursmod) items are worn in vanilla
armor slots (Helmet / Chestplate / Leggings / Boots inner classes) —
already captured by the core armor[] serialization. No handler needed.
- CosmeticWeapons uses the same pattern via main hand / offhand — also
already covered by core inventory serialization.
Cleanup
- removePlayerLock now also clears the hash cache so a player who
fully logged out doesn't leave a stale hash behind.
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|---|---|---|
| .github | ||
| compat-mods | ||
| gradle/wrapper | ||
| src/main | ||
| .gitattributes | ||
| .gitignore | ||
| build.gradle | ||
| CHANGELOG.md | ||
| docker-compose.yml | ||
| ERROR_LOG.md | ||
| gradle.properties | ||
| gradlew | ||
| gradlew.bat | ||
| LICENSE | ||
| README.md | ||
| settings.gradle | ||
| TEST_PROCEDURE_v2.1.5.html | ||
PlayerSync
PlayerSync is a Minecraft Forge mod that synchronizes player data across multiple servers using a MySQL backend. It allows players to maintain their inventory, equipment, experience, advancements, and more when moving between servers in a network.
Mod Support
Any other mods support is also possible.
Development Setup
Database Setup (Docker)
A docker-compose.yml file is provided for easily setting up a MariaDB database instance for development testing.
- Make sure Docker is installed.
- Inside your work directory run:
This will download the MariaDB image (if not already present) and start a database container in the background.docker compose up -d - Stoppinng the Database
docker compose down
Data Persistence: The database uses a Docker volume, ensuring your data persists even if you stop and restart the containers.
Database Management Tool
The docker-compose.yml also includes an Adminer service, a lightweight database management tool.
- Access Adminer in your web browser at http://localhost:8080.
- Log in using the server with
- username:
playersync - database:
playersync - password: see docker-compose.yml
- username:
For debugging purposes, you can enable use_legacy_serialization to have readable database fields. This can cause crashes and unintended side-effects. Do not enable this on a production server if not absolutely necessary!
Running the Mod
The project uses Gradle for building and running. Use the provided Gradle wrapper (gradlew for Linux/macOS, gradlew.bat for Windows).
- Make sure that the MySQL database you configured is running.
- Run the Server
or on Windows:./gradlew runServer
This task compiles the mod and starts a dedicated Minecraft server instance with the mod loaded in the.\gradlew.bat runServerrundirectory. - Run the Client
or on Windows:./gradlew runClient.\gradlew.bat runClient