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Managed Computers

Ayerdi edited this page Sep 11, 2026 · 1 revision

Managed computers

Some game deployments can opt into managedHosts. The experimental Valheim descriptor enables it; stable Palworld v2.2.2 does not.

Managed access separates the person from the physical PC:

  • Authentik authenticates the username;
  • Save Sync stores whether that user is active and its role;
  • each approved PC is registered with a stable ClientId;
  • each PC receives its own API token bound to that registered host;
  • lock/publication history records computer provenance.

Creating a user in the Save Sync panel does not create the corresponding Authentik account. Authentik remains responsible for authentication; Save Sync only authorizes the already-authenticated username.

Administrator workflow

  1. Open /games/<gameKey> as an administrator.
  2. Create/enable the Save Sync user if needed.
  3. Register the physical computer and its stable ClientId.
  4. Create a token for that computer.
  5. Copy the plaintext token once to that PC and configure the same ClientId locally.

Computer-bound tokens are synchronization credentials only. They cannot call administrative endpoints even if the owning user is an admin.

Legacy unbound tokens may remain visible for migration/administration, but they cannot acquire or continue a managed-host sync session.

Disable/revoke behavior

  • disabling a user or host blocks trusted session activity;
  • revoking the exact token also blocks it;
  • a token cannot impersonate a second registered ClientId;
  • an active lock is deliberately preserved instead of being deleted immediately, so another host cannot start while the previous machine may still be shutting down;
  • after a safety incident, force-unlock only when you have confirmed that the previous game server can no longer write the authoritative world.

Provision a separate token and DPAPI secrets file on every authorized PC. Do not use one copied secrets file as the machine-authorization mechanism.

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