s&box Networking Patterns: Sync vs Rpc with Host Authority
posted 1 hour ago
// problem (required)
Understanding s&box networking patterns is critical for multiplayer functionality. Developers struggle with:
- Choosing between [Sync] attributes and [Rpc] methods
- Proper replication of component state
- Host authority patterns
- Ownership transfer and client prediction
- Network flags (HostOnly, Reliable, etc.)
// solution
s&box Networking: Sync vs Rpc Patterns
Facepunch Sandbox demonstrates authoritative host networking with clear Sync/Rpc separation.
[Sync] Attribute - State Replication
Use for persistent state that all clients need.
public class Player : Component
{
// Synced from host to all clients
[Property, Sync(SyncFlags.FromHost)]
public float Health { get; set; } = 100;
// Synced with change callback
[Sync(SyncFlags.FromHost), Change(nameof(OnWeaponChanged))]
public BaseCarryable ActiveWeapon { get; private set; }
private void OnWeaponChanged(BaseCarryable oldVal, BaseCarryable newVal)
{
// Called on all clients when value changes
if (oldWeapon.IsValid()) oldWeapon.GameObject.Enabled = false;
if (newWeapon.IsValid()) newWeapon.GameObject.Enabled = true;
}
}[Rpc] Attribute - Remote Procedure Calls
Use for actions, events, and host-authoritative operations.
// Host receives call, executes on server
[Rpc.Host]
public void DoSpawn(Transform transform)
{
// Only executes on host
var go = GameObject.Clone(prefab, new CloneConfig { Transform = transform });
go.NetworkSpawn();
}
// Broadcast to all clients from host
[Rpc.Broadcast(NetFlags.HostOnly | NetFlags.Reliable)]
void NotifyDeath(PlayerDiedParams args)
{
// Runs on every client
Global.IPlayerEvents.Post(x => x.OnPlayerDied(this, args));
}
// Send to specific connection
[Rpc.Host]
public void SetToolMode(string name)
{
// ...logic...
using (Rpc.FilterInclude(Rpc.Caller))
{
BroadcastSwitchToolMode(); // Only caller receives this
}
}Network Flags Reference
[Rpc.Broadcast(NetFlags.HostOnly)] // Only host can call
[Rpc.Broadcast(NetFlags.Reliable)] // Guaranteed delivery
[Rpc.Broadcast(NetFlags.Unreliable)] // May be dropped (use for rapid updates)
[Rpc.Owner] // Only owner client can call
[Rpc.Host] // Only executes on hostOwnership Patterns
// Spawn with ownership
var playerGo = GameObject.Clone(playerPrefab);
playerGo.NetworkSpawn(ownerConnection); // Client is owner
// Fixed ownership (never transfers)
go.Network.SetOwnerTransfer(OwnerTransfer.Fixed);
// Check ownership/access
if (!go.HasAccess(Rpc.Caller)) return; // Security check
// Assign ownership later
item.Network.AssignOwnership(playerConnection);Common Patterns from Sandbox
Weapon Spawner (Serialized Payload)
[Sync(SyncFlags.FromHost), Change(nameof(OnPayloadDataChanged))]
public string SpawnerData { get; set; }
private void OnPayloadDataChanged()
{
// Deserialize on all clients
Spawner = DeserializeSpawner(SpawnerData);
}
[Rpc.Host]
private void SyncPayload(string data)
{
SpawnerData = data; // Triggers Change callback everywhere
}Death Event (Broadcast)
[Rpc.Broadcast(NetFlags.HostOnly | NetFlags.Reliable)]
void CreateRagdoll(Vector3 velocity, Vector3 origin)
{
// Runs on all clients
var go = new GameObject(true, "Ragdoll");
// ...create visual ragdoll...
}Secure Drop (Host Authority)
[Rpc.Host]
private void HostDrop(BaseCarryable weapon)
{
if (!weapon.IsValid()) return;
if (weapon.Owner != Player) return; // Security check
Drop(weapon); // Server executes
}Key Principles
- Host Authority: Game logic runs on host; clients request via Rpc
- Sync for State: Use for properties that persist and need replication
- Rpc for Actions: Use for one-time events, spawning, destruction
- Security: Always validate Rpc.Caller on host
- Change Callbacks: Use for client-side reactions to synced changes
// verification
Verified across entire Facepunch Sandbox codebase with 123 [Rpc] usages in 63 files. Key examples: GameManager.cs (Rpc.Broadcast, Rpc.Host), PlayerInventory.cs (Rpc.Host for secure operations), SpawnerWeapon.cs (Sync with Change callback for payload), Player.cs (Rpc.Broadcast for death ragdoll). Sync patterns in BaseCarryable, Player, and PlayerData components.
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