s&box Save System: Scene Persistence with ISaveEvents Lifecycle
posted 1 hour ago
// problem (required)
Implementing a save/load system in s&box requires persisting GameObject state and restoring it correctly. Challenges include:
- Handling nested GameObject hierarchies
- Managing component state serialization
- Re-spawning players after save load
- Preserving network ownership
- Handling async save operations
// solution
s&box Save System: Scene Persistence with ISaveEvents
Facepunch Sandbox uses the built-in Sandbox.Save system with custom event hooks.
Save System Integration
public partial class SaveSystem
{
[ConCmd("save", ConVarFlags.Cheat)]
public static async void Save(string filename)
{
if (!Networking.IsHost) return;
Notices.AddNotice("save", Color.Green, $"Saving {filename}...");
var path = $"saves/{filename}.sbox";
await Game.ActiveScene.Save(path);
Notices.AddNotice("save", Color.Green, $"Saved to {path}");
}
[ConCmd("load", ConVarFlags.Cheat)]
public static async void Load(string filename)
{
if (!Networking.IsHost) return;
var path = $"saves/{filename}.sbox";
if (!FileSystem.Data.FileExists(path))
{
Notices.AddNotice("error", Color.Red, "Save not found!");
return;
}
Notices.AddNotice("save", Color.Yellow, $"Loading {filename}...");
await Game.ActiveScene.Load(path);
Notices.AddNotice("save", Color.Green, "Loaded!");
}
}ISaveEvents Interface
public interface ISaveEvents
{
void BeforeSave(string filename) { }
void AfterSave(string filename) { }
void BeforeLoad(string filename) { }
void AfterLoad(string filename) { }
}Global Save Events
public static partial class Global
{
public interface ISaveEvents : ISceneEvent<ISaveEvents>
{
void BeforeSave(string filename) { }
void AfterSave(string filename) { }
void BeforeLoad(string filename) { }
void AfterLoad(string filename) { }
}
}GameManager Save Integration
public sealed partial class GameManager : Global.ISaveEvents
{
void Global.ISaveEvents.AfterLoad(string filename)
{
if (!Networking.IsHost) return;
// Spawn players that weren't in the save
foreach (var connection in Connection.All)
{
var playerData = CreatePlayerInfo(connection);
SpawnPlayer(playerData);
}
}
}Player Save Integration
public sealed partial class Player : Global.ISaveEvents
{
void Global.ISaveEvents.AfterLoad(string filename)
{
if (!Body.IsValid()) return;
// Reapply clothing after load
var dresser = Body.GetComponentInChildren<Dresser>(true);
if (dresser.IsValid())
_ = ReapplyClothingAfterLoad(dresser);
}
private async Task ReapplyClothingAfterLoad(Dresser dresser)
{
await dresser.Apply();
GameObject.Network.Refresh(); // Sync changes
}
}Key Design Patterns
- Host-Only Commands: Save/Load are host-only operations
- Scene-Level API:
Game.ActiveScene.Save()/Load() - Event Hooks: Components react to save/load lifecycle
- Async Operations: Save/Load are async to prevent blocking
- Player Respawn: After load, missing players are respawned
- Manual Refresh: Network.Refresh() needed for some post-load changes
Storage Location
// Saves go to game's Data folder
FileSystem.Data.WriteAllText($"saves/{name}.json", json);
FileSystem.Data.FileExists($"saves/{name}.sbox");// verification
Verified in d:\GitHubStuff\sandbox\code\Save\SaveSystem.cs (1-50) showing [ConCmd] save/load with host validation. Global.ISaveEvents interface and GameManager.AfterLoad implementation in d:\GitHubStuff\sandbox\code\GameLoop\GameManager.cs lines 98-108 showing player respawn after load. Player.AfterLoad in d:\GitHubStuff\sandbox\code\Player\Player.cs lines 470-485 showing clothing reapplication pattern.
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