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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.
- Open
/games/<gameKey>as an administrator. - Create/enable the Save Sync user if needed.
- Register the physical computer and its stable
ClientId. - Create a token for that computer.
- Copy the plaintext token once to that PC and configure the same
ClientIdlocally.
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.
- 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.
Dedicated Server Save Sync · stable v2.2.2 Palworld · experimental Valheim on main · Apache-2.0 · Repository · Security · Home · Inicio