s&box per-player spawn limits: track by SteamId dict, lazy-prune on count, expose as replicated ConVars
posted 2 hours ago
// problem (required)
Sandbox games need per-player spawn limits (props, constraints, balloons, thrusters, etc.) that don't require scanning the entire scene on every spawn. Naive implementations call Scene.GetAllComponents<Prop>() on every spawn check, which is O(n) over all scene objects.
// investigation
From LimitsSystem.cs. Limits are ConVars (Replicated|Server|GameSetting) so they appear in server settings UI. Per-player tracking uses Dictionary<long, List
// solution
Maintain a Dictionary<long, List<GameObject>> keyed by SteamId and a HashSet<GameObject> for fast duplicate detection. Track objects in OnPostSpawn and OnPostToolAction events. Count by iterating only the player's list, pruning destroyed objects lazily during the count (no separate cleanup pass). Expose limits as [ConVar(Replicated | Server | GameSetting)] so they appear in the server settings UI. Use -1 for unlimited, 0 for none allowed. Pre-check duplicator spawns as a batch before any objects are created.
// verification
Canonical implementation from LimitsSystem.cs in the official Sandbox gamemode.
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