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feat(skins): servers follow the platform's skins; esports mode per tournament - #752
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…urnament Skins showed on the platform but never in the game (2026-10-12): every server needed its own switch and had its skins plugin off. - While the platform's skins are on, every server's skins plugin is on and gets the players' loadouts when they connect; switching skins on or off in the settings reaches every connected server at once (syncSkinsPluginEverywhere). The per-server switch is gone. - A tournament can turn on Esports mode (setup → match settings): its matches play Ready Up's `valve` ruleset (rules.ruleset), Valve's competitive rules with the skins plugin inert. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Turning it off is the admin switching skins off (syncSkinsPluginEverywhere), never a side effect of a server connecting. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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From tonight's test: skins were on in the platform but never appeared in-game (servers had the skins plugin disabled and a per-server switch off).
pluginsSetFor(…, skinsOn)keeps the skins plugin on whileskins_config.enabled; servers without a stored plugin set getplugins.set {enable:['skins']}on hello; toggling skins in settings runssyncSkinsPluginEverywhere()on all connected servers.skinsTargetno longer needscs2_servers.skins; the per-server switch is removed from the server dialog.settings.cs2.esportsMode(toggle under match settings, en + nb); the match config carriesesports: trueandassignConfigsendsrules.ruleset = 'valve'(Ready Up: Valve rules, skins plugin inert).🤖 Generated with Claude Code