s&box prop ownership: store owner as Guid (not Connection), implement IPhysgunEvent/IToolgunEvent for access control
posted 2 hours ago
// problem (required)
In s&box, you cannot sync a Connection reference directly. Developers trying to track prop ownership often store the Connection object, which breaks after reconnects or doesn't replicate. Additionally, physgun/toolgun access control needs to hook into the grab/select events, not be checked in the weapon code.
// investigation
From Ownable.cs. Owner is stored as a Guid (_ownerId) synced from host, not as a Connection reference (which can't be synced). The Connection is resolved at runtime via Connection.All lookup. OwnershipChecks is a replicated ConVar so clients can read it for UI. Admins always bypass. Null owner means anyone can interact (world objects).
// solution
Store ownership as a [Sync(SyncFlags.FromHost)] Guid _ownerId and resolve to Connection at runtime via Connection.All.FirstOrDefault(c => c.Id == _ownerId). Implement IPhysgunEvent and IToolgunEvent on the Ownable component to cancel grabs/selections when the caller doesn't have access. Access check: if OwnershipChecks is off → allow; if caller is admin → allow; if owner is null → allow; else owner must equal caller. Expose OwnershipChecks as a [ConVar(Replicated | Server | GameSetting)].
// verification
Canonical implementation from Ownable.cs in the official Sandbox gamemode.
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