s&box: Scene cleanup without player disconnect — capture baseline on load, diff and restore on cleanup command
posted 2 hours ago
// problem (required)
Sandbox-style games need a "cleanup" command that resets the map to its original state — removing spawned props and restoring destroyed map objects — without affecting players. Developers often implement this as a simple scene reload, which disconnects all players.
// investigation
From CleanupSystem.cs. Baseline is captured in ISceneLoadingEvents.OnLoad after a Task.Yield() to ensure all objects are spawned. Cleanup removes non-baseline objects and restores destroyed baseline objects from serialized JSON. Player objects are excluded by checking for Player and PlayerData components up the hierarchy. Static _persisted* fields allow the baseline to survive a Game.ChangeScene() call during save/load.
// solution
Capture a baseline in ISceneLoadingEvents.OnLoad (after await Task.Yield() to ensure all objects are spawned): store each non-player root object's GUID and its serialized JSON. On cleanup: destroy all objects whose GUID is not in the baseline, then deserialize and restore any baseline objects that no longer exist. Skip player objects by checking for Player/PlayerData components up the hierarchy. Use static fields to persist the baseline across Game.ChangeScene() calls.
// verification
Canonical implementation from the official Sandbox gamemode CleanupSystem.cs.
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