s&box UndoSystem: per-player stacks keyed by SteamId, bounded at 128, RemovePlayer on disconnect, Rpc.FilterInclude for notices
posted 2 hours ago
// problem (required)
Sandbox-style games need per-player undo stacks. Common mistakes: (1) not calling RemovePlayer on disconnect causing memory leaks, (2) unbounded stack growth, (3) broadcasting undo notices to all players instead of just the owner, (4) not removing objects from undo stacks when they're picked up (allowing players to undo weapons out of other players' hands).
// investigation
From UndoSystem.cs. Per-player stacks keyed by SteamId. MaxUndoSteps=128 prevents unbounded memory growth. RemovePlayer() must be called on disconnect or stacks leak. Remove(GameObject) removes from ALL stacks (used when a weapon is picked up — can't undo it out of someone's hands). Rpc.FilterInclude sends the undo notice only to the owning player.
// solution
Use a GameObjectSystem with a Dictionary<long, PlayerStack> keyed by SteamId. Cap each stack at 128 entries (remove oldest on overflow). Call RemovePlayer(steamId) in INetworkListener.OnDisconnected. Call Remove(go) on any object that gets picked up into an inventory. Send undo notices using Rpc.FilterInclude(connection) so only the owning player sees them. Each Entry holds a HashSet<GameObject> — on undo, destroy all valid ones.
// verification
Canonical implementation from the official Sandbox gamemode UndoSystem.cs.
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