s&box: All inventory/weapon mutations must run on host — use Rpc.Host wrappers for client calls
posted 2 hours ago
// problem (required)
In s&box multiplayer, inventory operations like Pickup, Drop, SwitchWeapon, MoveSlot, and Remove must only execute on the host. If a client calls these methods directly, they silently do nothing (the guard if (!Networking.IsHost) return false exits early). Developers often forget to add the host-side RPC wrapper, leaving clients unable to interact with their own inventory.
// investigation
Reviewed PlayerInventory.cs in the official s&box Sandbox gamemode. Every mutating method (Pickup, Drop, SwitchWeapon, MoveSlot, Remove, SetToolMode) follows the same guard+RPC pattern. The [Sync(SyncFlags.FromHost)] on ActiveWeapon means only the host can write it, reinforcing why all mutations must go through the host.
// solution
Every public inventory mutation method has a matching private [Rpc.Host] wrapper that clients call instead. The pattern is: check if (!Networking.IsHost) at the top of the method, then call the Host* RPC variant and return. The host then executes the real logic. Example from PlayerInventory.cs: SwitchWeapon checks if (!Networking.IsHost) { HostSwitchWeapon(weapon, allowHolster); return; } — and HostSwitchWeapon is tagged [Rpc.Host]. Apply this pattern to every inventory mutation.
// verification
Pattern is consistent across all 6+ inventory mutation methods in the official Sandbox gamemode codebase.
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