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Backend Lifecycle States

A server can be online without being ready for new players. Lifecycle states let a backend advertise whether it is waiting, in a lobby, starting a match, or already in game, and the router can accept only the states you choose.
[backend_states]
enabled = true
allowed = ["LOBBY", "WAITING", "AVAILABLE"]
allow_unknown = trueState names are case-insensitive. You may use your own names as long as the backend and the allowed list agree.
Add a marker to the backend's MOTD:
[STATE:LOBBY]
VelocityNavigator reads the marker during its normal backend ping. For example, a minigame server could switch between these MOTDs:
[STATE:WAITING] Bed Wars
[STATE:IN_GAME] Bed Wars
With only WAITING allowed, the server stops receiving routed players as soon as its MOTD changes to IN_GAME.
allow_unknown = true keeps servers with no state marker eligible. This is the easiest choice while introducing markers gradually.
Set it to false only after every routed backend reliably publishes a marker. A server with no marker will then be excluded even if its ping succeeds.
Use /vn health to review backend health and detected states. If a state does not appear:
- confirm the marker is in the server-list MOTD, not a join message;
- keep the exact
[STATE:name]format; - wait for the next health check or reload the plugin;
- make sure the state is present in
allowed.
When Redis is enabled, detected backend states are shared with the other Velocity proxies.
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VelocityNavigator v4.3.0 · by DemonZ Development
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Getting Started
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- Routing Algorithms
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- Initial Join Balancing
- Contextual Routing Guide
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Configuration
Network & Operations
- Advanced Proxy Systems
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- Storage & Databases
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- Backend Lifecycle States
- HTML Dashboard
- Operations Runbook
- Prometheus & Grafana Setup
- Troubleshooting Guide
- FAQ
VelocityNavigator 4.3.0