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feat(skins): servers follow the platform's skins; esports mode per tournament - #752

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sivert-io merged 2 commits into
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feat/skins-follow-platform
Oct 12, 2026
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sivert-io merged 2 commits into
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feat/skins-follow-platform

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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).

  • Skins follow the platform — pluginsSetFor(…, skinsOn) keeps the skins plugin on while skins_config.enabled; servers without a stored plugin set get plugins.set {enable:['skins']} on hello; toggling skins in settings runs syncSkinsPluginEverywhere() on all connected servers. skinsTarget no longer needs cs2_servers.skins; the per-server switch is removed from the server dialog.
  • Esports mode — new tournament setting settings.cs2.esportsMode (toggle under match settings, en + nb); the match config carries esports: true and assignConfig sends rules.ruleset = 'valve' (Ready Up: Valve rules, skins plugin inert).
  • Docs in skinService / push/skins.ts updated.

🤖 Generated with Claude Code

sivert-io and others added 2 commits October 12, 2026 22:26
…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>
@sivert-io
sivert-io merged commit 0d87a8f into main Oct 12, 2026
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