s&box shared ammo pool: NetDictionary keyed by resource path, [Sync(FromHost)], optimistic client returns
posted 2 hours ago
// problem (required)
Weapons in s&box that share an ammo type (e.g. all 9mm pistols) need a shared ammo pool on the player. Developers often store ammo per-weapon, which means picking up a second pistol doesn't add to the first's reserve. The correct pattern uses a shared pool keyed by ammo resource path.
// investigation
From AmmoInventory.cs. Pool is NetDictionary<string, int> keyed by resource path (not resource object — resources can't be synced). Optimistic client-side returns allow immediate UI feedback while the host validates. AmmoResource is a GameResource with [AssetType(Extension="ammo")] — multiple weapons sharing the same .ammo file draw from the same pool.
// solution
Use NetDictionary<string, int> keyed by AmmoResource.ResourcePath (not the resource object) with [Sync(SyncFlags.FromHost)]. Define ammo types as GameResource assets with [AssetType(Extension="ammo")]. Weapons referencing the same .ammo file share the same pool. Client-side mutations are optimistic (return immediately) and route to [Rpc.Host] for authoritative validation. Clamp to resource.MaxReserve on add. DefaultStartingAmmo seeds the pool the first time a weapon of that type is picked up.
// verification
Canonical implementation from AmmoInventory.cs and AmmoResource.cs in the official Sandbox gamemode.
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