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Lobby and Matchmaking
Lobby routing has three modes:
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velocity: preserve Velocity's nativetryand forced-host choice; -
external: target one operator-managed backend already registered with Velocity; or -
managed: own one persistent SLS-LITE blueprint instance.
SLS-Limbo is the lightweight fallback for players who otherwise have no safe
backend. It is not a primary mode and is not the normal queue destination.
In velocity mode, existing native or plugin redirects remain authoritative;
SLS-LITE changes only a final disconnect into an SLS-Limbo redirect. Failed
initial and forced-host connections are retried against their exact selected
destination, and players rescued from a backend outage return when that backend
is available. Deliberately selecting /server sls-limbo creates no fallback
tracking record, so that player remains there until they choose another route.
Its ping text, virtual player sample, brand, join message, boss bar, title,
header/footer, and supported dimension are operator-configurable under
lobby.limbo.presentation; each visual surface can be disabled independently.
Text uses bounded MiniMessage and is serialized safely. SLS-LITE still owns the
bind address, port, forwarding, protocol, capacity, traffic, and lifecycle
settings.
Players who request a cold game from a healthy backend stay there while the
destination starts, then transfer directly when it becomes ready.
Matchmaking prefers a ready compatible instance with capacity, accounts for queued slots, and creates a new instance only within blueprint and host limits. Queue entries terminate on success, timeout, cancellation, disconnect, startup failure, instance failure, or shutdown.
Canonical references: SLS-Limbo, Configuration, and Operations.
Canonical documentation: repository docs | license