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dedicated serversPATCH 2026.10.16

How to Transfer Characters Between Clustered Soulmask Servers

By VGSources Team 11 min read

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To move existing Soulmask characters into a two-server cluster, stop both servers, make complete backups, keep the original map server’s name unchanged, and use the supplied CopyRoles.exe utility to copy player records from the standalone map’s world.db into account.db on the cluster’s main server. Clustering by itself does not migrate characters. After the records are copied, configure the main/client relationship, enable outbound cross-server travel, start the main server before the client, and test with a non-critical character.

What character transfer actually changes

A clustered setup is not simply two independent Soulmask saves with a portal between them. It has a defined topology: one server is the cluster main server, and the other servers are client nodes connected to it. Each map still owns its map and base data, while the main server holds the shared player-account records needed to recognize characters across the cluster.

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That distinction explains the most common migration failure. A standalone installation can load its map after you copy world.db, but a newly created cluster may not know which account owns those characters. The map appears intact, yet players are sent to character creation. The missing step is importing player records into the cluster main server’s account.db.

Standalone and clustered data are different scopes

Approach Server topology Player data Map and base data Transfer behavior Rollback requirement
Standalone save One independent server Stored with that installation’s map data One world.db No cross-server travel Restore the original files while the server is stopped
Clustered installation One main server plus one or more client servers Shared cluster records in the main server’s account.db Each map keeps its own world.db Outbound travel depends on Cross-server Mode; the cluster documentation describes inbound transfers as always allowed Restore both the relevant map backup and the main server’s account backup

The migration therefore has two separate jobs: preserve each map’s world.db, and import the player identities into the main server’s account.db. Treating those as interchangeable files is what produces a world with bases but no recognized characters.

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Prerequisites before you touch a save

Plan the change as a stopped-server maintenance operation. Do not edit a live database or replace files while Soulmask is running; the process can overwrite your changes on shutdown or leave a partially written database.

Use two reachable servers

A cross-map cluster requires at least two Soulmask servers. Designate one as the main server and give it a unique numeric server ID. Configure the client server to connect to the main server’s cluster address and port. Every additional client also needs its own distinct ID. Duplicate IDs or an unreachable cluster port prevent the portal from receiving a valid destination.

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Make a complete, restorable backup

Before creating the cluster or running the migration utility, download and archive the current world.db and GameXishu.json. Once the cluster exists, also back up the main server’s account.db before importing or replacing anything. Keep the untouched originals in a separate location and label them by server and date.

  • Back up the standalone map database, not just a host-panel snapshot.
  • Save the configuration file that contains the server’s name and cross-server settings.
  • After the cluster is initialized, take a second backup of the newly created account.db before running CopyRoles.exe.
  • Do not delete an old database until a character can log in and travel successfully.

Keep the original server identity

The server that hosted the original map must retain exactly the same server name it used before migration. Changing that name can make an existing character resolve to a different server and produce the message “character is on a different server.” Set the name before players reconnect, and do not “clean up” capitalization or punctuation during the move.

Find the files you need

Dedicated-server files use a predictable directory layout. The exact installation root depends on your host, but these relative paths identify the files involved:

File Location Purpose in the migration
GameXishu.json WS/Saved/GameplaySettings/GameXishu.json Dedicated-server settings, including the cross-server switch and the server identity settings
Cloud Mist Forest map database WS/Saved/Worlds/Dedicated/Level01_Main/world.db World, structures and other map-local data for that map
Shifting Sands map database WS/Saved/Worlds/Dedicated/DLC_Level01_Main/world.db World, structures and other map-local data for Shifting Sands
Cluster account database WS/Saved/Accounts/account.db on the main server Shared player-account records used by the cluster

Do not assume that the two maps use the same folder. If you are migrating a Shifting Sands save, selecting Level01_Main/world.db instead will import the wrong world. Confirm the map folder on the source server before you run the utility.

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Migration procedure: standalone save to a cluster

1. Announce downtime and stop every affected server

  1. Warn players that the source server and the new cluster will be unavailable during the conversion.
  2. Stop the standalone server cleanly and confirm that its process has exited.
  3. Stop the cluster main and client servers as well if they have already been created.
  4. Download the source world.db, GameXishu.json, and any existing cluster account.db before replacing files.

A backup made after an unsuccessful import is less useful than the untouched copy made before it. Preserve the pre-migration files until the new arrangement has been tested.

2. Build the main/client topology

  1. Create or identify the cluster main server.
  2. Assign the main server a unique numeric server ID.
  3. Configure the client server with a different numeric ID.
  4. Point the client at the main server’s cluster address and port.
  5. Verify that the main server can be reached from the client machine before importing player records.

The cluster account database belongs on the main server. A client can have its own map database, but it must be able to contact the main node to resolve shared player data.

3. Preserve the source server name

Copy the original server name into the clustered configuration for the server that hosts the migrated map. Use the exact existing value. If you are moving the map to a different machine, changing the machine or port is not by itself the problem; changing the server identity string is.

4. Place the map in the correct world folder

Keep the source world.db in the matching dedicated-world directory. Cloud Mist Forest uses Level01_Main; Shifting Sands uses DLC_Level01_Main. Make a copy first, then replace only the destination map database you intend to use. Leave the original backup untouched.

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5. Create or locate the cluster account database

Start the cluster setup far enough for the main server to create WS/Saved/Accounts/account.db, then stop it again before importing records. If the file already exists, copy it to your backup location. Do not put this database in a client server’s map folder; the shared account state belongs to the main node.

6. Run CopyRoles.exe against the source world database

CopyRoles.exe is the migration utility supplied with the Soulmask game or dedicated-server files. Use the usage instructions included with that copy of the tool, selecting the standalone source world.db and the cluster main server’s account.db as the source and destination. The utility copies player records; it is not a substitute for copying the map database itself.

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Because installations can place the executable and its supporting files differently, do not invent command-line switches or rename the databases to match an example from another host. Follow the tool’s bundled instructions and check its output for a completed operation. Keep both original databases until you have verified the result.

7. Confirm the imported records before allowing players back in

Check that the main server’s account.db has been populated or updated and that the destination map still contains the expected world and bases. If the map loads but the account data is missing, stop there and restore the backup rather than letting players create replacement characters.

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Enable cross-server travel

Importing a character makes the account recognizable; it does not automatically permit the character to leave the server. Outbound travel is controlled by Cross-server Mode.

Use the server administration setting

If your control panel exposes a Cross-server Mode switch, enable it on the server from which players must depart. The cluster guide describes inbound transfers as always allowed, while the outbound setting controls whether a character may leave that server. For a two-way travel experience, enable outbound mode on both maps.

Edit GameXishu.json when the panel setting is unavailable

  1. Stop the server.
  2. Open WS/Saved/GameplaySettings/GameXishu.json in a text editor that preserves JSON formatting.
  3. Find the KaiQiKuaFu setting in the relevant configuration section or sections.
  4. Set its value to 1.
  5. Save the file, close the editor, and restart the server.

If the setting keeps reverting, the server may be writing its current settings back during shutdown. Stop it first, edit the file while it is offline, save the change, and then restart. Recheck the file after startup to confirm that KaiQiKuaFu remains set to 1.

Start and test in the correct order

  1. Start the cluster main server and wait until it is fully reachable.
  2. Confirm that the client server can connect to the main server’s cluster address and port.
  3. Start the client server only after the main node is available.
  4. Log in with a test character or a non-critical account first.
  5. Verify that the character’s identity and inventory are present on the source map.
  6. Use the in-game cross-server portal and check that the destination map is listed.
  7. Travel to the other server, confirm the character loads, and then return if outbound mode is enabled there.

Do not use your only administrator or most valuable character for the first portal test. A successful map load alone is not proof that the account migration worked; the character must be recognized and able to complete a transfer.

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Troubleshooting by symptom

Players see a new-character screen

  • Confirm that the server is running as a cluster, not as a standalone instance.
  • Check that WS/Saved/Accounts/account.db exists on the main server.
  • Verify that CopyRoles.exe used the correct source map database and the main server’s account database.
  • Make sure you did not copy only world.db and omit the account import.
  • Stop the servers and restore the pre-migration files if an import may have overwritten valid data.

Creating a new character to “see whether it works” can make recovery harder by adding new records to the account database. Restore and re-run the migration from clean backups when possible.

The game says “character is on a different server”

Restore the exact original server name on the server that owns the character’s map. The message usually indicates an identity mismatch, not a missing portal. Check the name before changing IDs, ports or databases.

The portal shows no destination

  • Confirm that the two servers have distinct numeric server IDs.
  • Verify that the client points to the main server’s cluster address and port.
  • Check firewall or host-panel rules that could block the cluster connection.
  • Enable Cross-server Mode, or set KaiQiKuaFu to 1 while the server is stopped.
  • Restart the servers in main-first order after configuration changes.

The cross-server setting keeps returning to its old value

Do not edit a live configuration. Stop the server, change KaiQiKuaFu in every relevant section of GameXishu.json, save, and restart. If a hosting panel has its own setting, make the panel and file agree; otherwise the panel may regenerate the JSON with the previous value.

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The world loads, but player data does not

This is the classic scope mismatch: the map’s world.db was restored, but the cluster account records were not. Check the main server’s account.db, confirm that the CopyRoles source was the correct map, and verify that the client is actually connected to that main server. Do not overwrite the backup while diagnosing the problem.

CopyRoles.exe reports an error or produces no usable characters

  • Stop all servers before running it again.
  • Recheck the source path for the map you are migrating: Level01_Main/world.db for Cloud Mist Forest or DLC_Level01_Main/world.db for Shifting Sands.
  • Use the utility version included with the Soulmask game or dedicated-server files for that installation.
  • Confirm that the destination is the main server’s WS/Saved/Accounts/account.db, not a client map database.
  • Restore the untouched databases and follow the executable’s included usage instructions rather than guessing parameters.
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Rollback and recovery plan

A safe rollback reverses the migration as a file operation while every affected server is stopped. Preserve the original server name, restore the original standalone world.db and GameXishu.json, and, if the cluster account database was changed, restore the pre-import account.db on the main server. Start only the original topology until you have confirmed that the characters load.

Do not mix a post-migration map with a pre-migration account database unless you know exactly which records belong together. Label backups by server, map and time so that you can identify a matching set.

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Operational checklist

  • There are at least two Soulmask servers.
  • The main server has a unique numeric ID.
  • Every client has a different numeric ID.
  • The client can reach the main server’s cluster address and port.
  • The original map server name is unchanged.
  • The correct map folder contains the source world.db.
  • GameXishu.json, the source world.db, and the main server’s account.db have been backed up.
  • CopyRoles.exe has imported player records into the main server’s account database.
  • Cross-server Mode is enabled for every server that should allow outbound travel.
  • The main server starts before client nodes.
  • A non-critical character has completed a portal transfer before the cluster is reopened to everyone.

Choosing the right mental model

Think of the migration as “world plus identity,” not “copy a save.” The world database answers where bases and map objects are. The main account database answers who the players are across the cluster. The server name preserves the identity that existing characters expect. Cross-server mode controls whether those recognized characters may leave. A working transfer requires all four pieces to agree.

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If you only need to move a map and its bases to another standalone server, a world-file restore may be sufficient for that separate use case. The moment you add clustered travel, however, you must perform the account migration and configure the main/client relationship described above.

Frequently Asked Questions

Can I enable clustering and let the game migrate characters automatically?

No. Existing standalone characters do not migrate merely because a cluster is enabled. Their player records must be copied into the cluster main server’s account.db with the supplied migration utility.

Which database should be copied to a client server?

Each server keeps its own map-specific world.db. The shared player-account database belongs on the cluster main server; copying an account.db into a client’s world folder does not replace that topology.

Do I need outbound mode enabled on both maps?

Enable it on every server from which players should be able to leave. The cluster documentation describes inbound transfers as always allowed, while Cross-server Mode or KaiQiKuaFu=1 governs outbound travel.

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What is the safest first test after migration?

Start the main server first, then the client, and use a non-critical character to confirm identity, inventory and portal travel. Keep all pre-migration backups until that round trip succeeds.

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