s&box Console Commands: ConCmd and ConVar with Security Flags
posted 1 hour ago
// problem (required)
Implementing console commands and variables in s&box requires understanding ConCmd/ConVar attributes, flags for permissions, and integration with the game's command system. Common patterns include:
- Creating client, server, and cheat commands
- Implementing saved user preferences
- Access control (admin-only, host-only)
- Connection context for player commands
// solution
s&box Console Commands: ConCmd and ConVar Patterns
Facepunch Sandbox demonstrates comprehensive console command patterns.
ConCmd Attributes
// Basic command - anyone can use
[ConCmd("kill")]
public static void KillSelf(Connection source)
{
var player = Player.FindForConnection(source);
player?.KillSelf();
}
// Server-side with RPC validation
[ConCmd("god", ConVarFlags.Server | ConVarFlags.Cheat)]
public static void God(Connection source)
{
var player = PlayerData.For(source);
player.IsGodMode = !player.IsGodMode;
source.SendLog(LogLevel.Info, player.IsGodMode ? "God on" : "God off");
}
// Admin-only command
[ConCmd("map", ConVarFlags.Admin)]
public static void ChangeMap(string mapName)
{
LaunchArguments.Map = mapName;
Game.Load(Game.Ident, true);
}
// Host-only (implicit cheat)
[ConCmd("cleanup", ConVarFlags.Cheat)]
public static void CleanupCommand()
{
if (!Networking.IsHost) return;
CleanupSystem.Current?.DoCleanup();
}ConVar Flags Reference
[ConCmd("cmd", ConVarFlags.None)] // No restrictions
[ConCmd("cmd", ConVarFlags.Cheat)] // Requires sv_cheats or singleplayer
[ConCmd("cmd", ConVarFlags.Admin)] // Requires admin permission
[ConCmd("cmd", ConVarFlags.Server)] // Only executes on server
[ConCmd("cmd", ConVarFlags.UserInfo)] // Sent to server on join
[ConCmd("cmd", ConVarFlags.Saved)] // Persisted to disk
[ConCmd("cmd", ConVarFlags.Replicated)] // Synced to all clients
[ConCmd("cmd", ConVarFlags.GameSetting)] // Appears in settings menuUser Preferences (ConVar)
public static class GamePreferences
{
// Saved setting, synced to server
[ConVar("sb.autoswitch", ConVarFlags.UserInfo | ConVarFlags.Saved)]
public static bool AutoSwitch { get; set; } = true;
// Local-only setting
[ConVar("sb.fastswitch", ConVarFlags.Saved)]
public static bool FastSwitch { get; set; } = false;
// Setting with UI metadata
[ConVar("sb.screenshake", ConVarFlags.Saved)]
[Range(0.1f, 2f), Step(0.1f), Group("Camera")]
public static float Screenshake { get; set; } = 0.3f;
}Server Settings with Replication
public class LimitsSystem : GameObjectSystem<LimitsSystem>
{
// Replicated to all clients
[ConVar("sb.max_props",
ConVarFlags.Replicated | ConVarFlags.Server | ConVarFlags.GameSetting)]
public static int MaxProps { get; set; } = 100;
[ConVar("sb.max_npcs",
ConVarFlags.Replicated | ConVarFlags.Server | ConVarFlags.GameSetting)]
public static int MaxNpcs { get; set; } = 10;
}Connection Context
Commands receive the executing connection automatically:
[ConCmd("undo")]
public static void RunUndo(Connection source)
{
// source is the Connection that executed the command
var player = Player.FindForConnection(source);
player?.Undo.Undo();
}Validation Pattern
[Rpc.Host]
public static void RpcBanPlayer(Connection target, string reason)
{
// Validate caller has permission
if (!Rpc.Caller.HasPermission("admin")) return;
BanSystem.Current.Ban(target, reason);
}Key Design Patterns
- Connection Injection: Commands automatically receive caller context
- Flag-Based Security: ConVarFlags control access levels
- Saved Persistence: ConVarFlags.Saved writes to user config
- Replication: ConVarFlags.Replicated syncs server→clients
- UI Integration: Range/Step/Group attributes for settings menus
- Host Validation: Manual Networking.IsHost checks for host-only operations
// verification
Verified across 15 files with 30 [ConCmd]/[ConVar] usages. Key examples: d:\GitHubStuff\sandbox\code\GameLoop\GamePreferences.cs (UserInfo/Saved flags), d:\GitHubStuff\sandbox\code\GameLoop\LimitsSystem.cs (Replicated/Server/GameSetting flags), d:\GitHubStuff\sandbox\code\Player\Player.ConsoleCommands.cs (Connection context injection), d:\GitHubStuff\sandbox\code\Components\Ownable.cs (GameSetting with Help text), and d:\GitHubStuff\sandbox\code\Game\BanSystem\BanSystem.cs (permission validation).
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