s&box SaveSystem: [Sync]-only properties need separate snapshot/restore — they are not captured by scene diff
posted 2 hours ago
// problem (required)
The s&box SaveSystem diffs the current scene JSON against a baseline to produce a patch. However, [Sync] properties that are NOT also marked [Property] are not serialized into the scene JSON — they exist only in network state. After loading a save, these values revert to defaults, causing desync between what was saved and what is restored (e.g. health, ammo, custom networked state).
// investigation
Found in SaveSystem.cs — CollectSyncState() iterates all components, finds [Sync] properties without [Property], serializes them to JSON (with __bytepack fallback). RestoreSyncState() is called before RestoreNetworkOwnership() in the Load path to ensure values are populated before ownership callbacks fire.
// solution
Separately snapshot all [Sync]-only properties (those without [Property]) using TypeLibrary reflection before saving, and restore them after the patched scene loads. Use JSON serialization first, with a ByteStream/BytePack fallback for types that don't serialize cleanly to JSON. Store this as a SyncState block in the save file alongside the main patch. Restore before network ownership reassignment so callbacks fire with correct values.
// verification
Pattern is implemented and used in the official Sandbox gamemode SaveSystem. The ordering (SyncState before NetworkOwnership restore) is explicitly noted in comments.
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