MushroomSync
Shared server-authoritative config sync used by the other Mushroom mods. No gameplay of its own. Required by Combat Adjustments, Craftable Spawners, Haldor Expansion and Random Yggdrasil.Mushroom Sync
Shared server-authoritative sync for the Mushroom mods. The host decides, clients
follow, and nobody's local .cfg gets rewritten.
It has no gameplay of its own. It exists so the mods that need server-authoritative settings share one implementation instead of four copies of the same 300 lines.
Required by
| Mod | Uses |
|---|---|
| Combat Adjustments | Config sync |
| Craftable Spawners | Config sync |
| Haldor Expansion | Config sync |
| Random Yggdrasil | Raw channel (world rotations) |
MushroomSync.dll must be installed wherever those are — on every client and on
the dedicated server. The release zip ships it alongside them, so extracting
MushroomMods-plugins.zip into BepInEx/ is enough.
Using it
Config sync, in a plugin's Awake, before binding settings:
[BepInPlugin(PluginGuid, PluginName, PluginVersion)]
[BepInDependency(MushroomSyncPlugin.PluginGuid)]
public class MyPlugin : BaseUnityPlugin
{
internal static ConfigSync Sync;
private void Awake()
{
Sync = ConfigSync.Create(PluginGuid, PluginVersion, Logger)
.Protecting(Config)
.OnApplied(ReapplyRuntimeState);
EnableThing = Config.Bind("General", "EnableThing", true, "...");
Sync.Register(EnableThing);
Sync.WatchForChanges(Config).Start();
}
}
After that EnableThing.Value returns the host's value on a synced client and the
local one everywhere else — no call site needs changing. Where you need to know
which you got, or want the local value alongside, use
Sync.TryGetSyncedValue(entry, out var v).
OnApplied matters for any mod that bakes settings into game objects: the config
changing is not enough, the values have to be pushed back in. It fires both when
host values arrive and when they are dropped.
Settings that must stay local
Sync.Exclude(SyncConfigInMultiplayer); // the opt-out itself
Sync.Exclude(GrantTableVersion); // server-only bookkeeping
An excluded entry is never sent and never overlaid.
Opting out
Two gates, deliberately separate:
Sync.GatedBy(() => LockConfiguration.Value); // host: publish, or stay quiet
Sync.AcceptedWhen(() => SyncEnabled.Value); // client: follow a host, or not
GatedBy is a host-side switch — it decides whether this machine publishes when
it is the server. Haldor Expansion uses only this: a client with LockConfiguration
off still follows a host that has it on.
AcceptedWhen is a client-side opt-out. Combat Adjustments passes the same
predicate to both, because its SyncConfigInMultiplayer means "do not sync at all".
Conflating the two is a bug worth naming: a host-side switch that also refused incoming values would stop a client following a server merely because that client would not have shared its own settings when hosting.
Pushing your own data
For anything that is not a config entry, use the channel directly — this is what Random Yggdrasil does for world rotations:
var channel = SyncChannel.Create("MyMod.Thing", PluginVersion, Logger);
channel.WritePayload = pkg => { /* server writes */ };
channel.ReadPayload = pkg => { /* client reads */ };
channel.Cleared = reason => { /* fall back to local */ };
channel.Start();
channel.Broadcast(); // after the server changes something
SyncChannel.ReadCount(pkg) reads a length prefix with a sanity bound, so a corrupt
packet cannot make you allocate without limit.
Design
See docs/DESIGN.md for why it is built this way — the layering, why it does not wrap login sockets the way ServerSync did, and why the value overlay is read-only.
