s&box BanSystem: INetworkListener with LocalData Persistence
posted 1 hour ago
// problem (required)
Implementing a ban system in s&box multiplayer requires handling connection filtering, persistence, and both connected and offline banning. Challenges include:
- Blocking connections at the network level
- Persisting bans across server restarts
- Supporting both online and offline (by SteamID) banning
- Permission checking for ban commands
- Integration with chat notifications
// solution
s&box BanSystem: Connection Filtering with LocalData Persistence
Facepunch Sandbox implements a GameObjectSystem-based ban system with INetworkListener.
BanSystem Architecture
public sealed class BanSystem : GameObjectSystem<BanSystem>, Component.INetworkListener
{
public record struct BanEntry(string DisplayName, string Reason);
private Dictionary<long, BanEntry> _bans = new();
public BanSystem(Scene scene) : base(scene)
{
// Load from LocalData on startup
_bans = LocalData.Get<Dictionary<long, BanEntry>>("bans", new()) ?? new();
}
// INetworkListener - blocks at connection time
bool Component.INetworkListener.AcceptConnection(Connection connection, ref string reason)
{
if (!_bans.TryGetValue(connection.SteamId, out var entry))
return true; // Not banned, allow connection
reason = $"You're banned from this server: {entry.Reason}";
return false; // Reject connection
}
}Ban Operations
/// <summary>
/// Ban a connected player and kick them immediately
/// </summary>
public void Ban(Connection connection, string reason)
{
Assert.True(Networking.IsHost, "Only the host may ban players.");
_bans[connection.SteamId] = new BanEntry(connection.DisplayName, reason);
Save();
// Notify all players
Scene.Get<Chat>()?.AddSystemText(
$"{connection.DisplayName} was banned: {reason}", "🔨");
connection.Kick(reason);
}
/// <summary>
/// Ban by Steam ID (for offline banning)
/// </summary>
public void Ban(SteamId steamId, string reason)
{
Assert.True(Networking.IsHost, "Only the host may ban players.");
_bans[steamId] = new BanEntry(steamId.ToString(), reason);
Save();
}
public void Unban(SteamId steamId)
{
Assert.True(Networking.IsHost, "Only the host may unban players.");
if (_bans.Remove(steamId))
Save();
}
public bool IsBanned(SteamId steamId) => _bans.ContainsKey(steamId);
private void Save() => LocalData.Set("bans", _bans);Console Command
[ConCmd("ban")]
public static void BanCommand(string target, string reason = "Banned")
{
if (!Networking.IsHost) return;
// Try parsing as Steam ID first
if (ulong.TryParse(target, out var steamIdValue))
{
var steamId = steamIdValue;
var connection = Connection.All.FirstOrDefault(c => c.SteamId == steamId);
if (connection is not null)
Current.Ban(connection, reason);
else
Current.Ban(steamId, reason); // Offline ban
Log.Info($"Banned {steamId}: {reason}");
return;
}
// Fall back to name search
var conn = GameManager.FindPlayerWithName(target);
if (conn is not null)
{
Current.Ban(conn, reason);
Log.Info($"Banned {conn.DisplayName}: {reason}");
}
else
{
Log.Warning($"Could not find player '{target}'");
}
}Admin RPC
[Rpc.Host]
public static void RpcBanPlayer(Connection target, string reason = "Banned")
{
if (!Rpc.Caller.HasPermission("admin")) return;
Current.Ban(target, reason);
}Key Design Patterns
- GameObjectSystem: Singleton pattern for scene-wide service
- INetworkListener: Blocks connections before they fully join
- LocalData: Persistent storage across server restarts
- Dual Ban Methods: Online (with kick) and offline (SteamID only)
- Permission System: HasPermission("admin") for RPC authorization
- Chat Integration: System messages notify other players
// verification
Verified in d:\GitHubStuff\sandbox\code\Game\BanSystem\BanSystem.cs (1-122) showing INetworkListener.AcceptConnection, LocalData persistence, dual ban methods (Connection and SteamId), permission-based RPC, and console command with Steam ID and name search.
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