Fix Network Refresh overwriting properties marked with FromHost SyncFlag#77
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andy013 wants to merge 131 commits intoFacepunch:masterfrom
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Fix Network Refresh overwriting properties marked with FromHost SyncFlag#77andy013 wants to merge 131 commits intoFacepunch:masterfrom
andy013 wants to merge 131 commits intoFacepunch:masterfrom
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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
…acepunch#3432) Resolves Facepunch/sbox-issues#9604
…cene.PhysicsWorld (Facepunch#3433) Resolves Facepunch/sbox-issues#9598 (Fixes issues where traces in the editor can throw NREs after exiting play mode)
* Skip menu editor code outside of the menu project * Asset Browser: skip menu project assets in Everything and Recents
Add slight delay because windows may still briefly hold a lock on some files even after the process exited
…een different commits
* Refactor sync script Use single filter repo call Use globs instead of python madness Ensure shallow clone is clean before working on it * Add dry run option to sync script * Add public gitattributes
* Fix leaky swapchain when resizing on game mode and dispose of handle after usage VideoRecorder would get a strong handle copy of the swapchain every frame and retain it, causing native to fail to shutdown the copies from it Made usage of getting native swapchain consistent on managed on other stuff, doing it like this ensures GC properly disposes of the strong handles even not disposing explicitly Remove now unused ScreenRecorder.def and ScreenshotService.def There are still optimizations to swapchain I'd like to send on another commit, game is allocating way more swapchains than needed even without the leak, has two completely different paths depending if you are MSAA or not, this can all be much simpler https://files.facepunch.com/sampavlovic/1b1811b1/EjDyxbTahs.png * Remove NativeLayerRenderTarget, was unused and fucked * Keep it as an ITexture/HRenderTextureStrong in managed so we avoid IDisposable, ReadTextureAsync with ITexture
…h#3449) * Support instanced tint on Blendable and Material::From( i ) Blendable supports vertex tint color, but was initially intended for world geometry so there was no point in working with instance color, now works fine https://files.facepunch.com/sampavlovic/1b2611b1/sbox-dev_qkWlvBOXW8.png * Build shaders
* More robust downloading of artifacts Don't download to a temp file first Try to retry download up to 3 times, if it fails Fail Bootstrap if any download fails * Fix contentbuilder and shadercompiler not forwarding to stdout
…eleted Move filter implementation to python so we have more flexibility when implementing filters. Make sure deleted files are properly filtered by evaluating globs in the filter itself not before. Make sure deleted LFS files are accounted for by scanning the history of the shallow clone for delete/changed lfs files. Whitelist some additional shaders.
* Fix terrain seams and optimize Overlap LODs by one step to fix holes in LOD transitions Reuse vertices that exist on same key when building diamond square https://files.facepunch.com/sampavlovic/1b2411b1/8mb.video-eW2-tNb22a60.mp4 * Add NoTile class and make terrain use it https://files.facepunch.com/sampavlovic/1b2411b1/sbox-dev_R1FwUmLhvu.mp4 https://files.facepunch.com/sampavlovic/1b2411b1/sbox-dev_YhKyIwvhve.mp4 * Sure why not Mr. Robot
This reverts commit dd44dc6.
* SceneEditorSession: make game vs editor scenes more distinct, Scene is whichever is currently active * Route prefab update, model reload etc events to both scenes if needed * SceneTree update checking a bit cleaner * Bring back GameEditorSessions instead, so undo, selection etc can all be linked 1:1 with scenes again * tweak and tidy
…llscreening at a low resolution preset (Facepunch#3457)
…e scene (Facepunch#3456) Fixes Facepunch/sbox-issues#9567
…e whole thing, fixes resize flicker (Facepunch#3494)
* Add r_max_anisotropy setting Our anisotropy would default to the maximum value supported by hardware (16x), this trashes perf on my Intel B580, unreal does not even support above 8x Unlike r_texturefilterinquality, it does not clog the renderer with user config samplers, r_max_anisotropy 1 has same result as trilinear rendering Set default to 4, seems a good value Not hooked up to UI * Add r_max_anisotropy to quality_profiles
…idget (Facepunch#3540) * Fix vsnd playback skipping the first few milliseconds only increment Time after everything else has finished happening, this fixes the first few milliseconds of audio being cut off Ensure SamplesPerColumn is greater than 1, this fixes the waveaform being a solid line if a sound file was too short and the inspector was too wide Fix subsequent playback skipping time by setting time to 0 after EditorUtility.PlaySound Use SmoothDelta to fix inconsistent playback Co-authored-by: DrakeFruit <foxflowgaming@gmail.com>
… negative gravity like a balloon) (Facepunch#3535)
- Fix navmesh potentially generating twice - Make sure it's generated async on load. - Only generate it in editor scenes if actually used
* Fix default %project%/Assets/ location when saving prefabs + scenes * Display error message box if it's not a valid assets location * Tweak "File > Save" enabled conditions to match if they'll do something
They are essentially compile time constants, so we shouldn't allocate them
* Make MSAA setting work on editor SceneRenderingWidgets MSAA settings never worked with editor viewport, only on game tab, now with playmode it always takes highest MSAA value from hardware regardless of what Two things from this PR: * Pass current engine MSAA setting when creating SceneRenderingWidget swapchain * Add callback when video settings are changed, recreate swapchain when so Replicates fine for all SceneRenderingWidgets, applies instantly https://files.facepunch.com/sampavlovic/1b0311b1/sbox-dev_bjEMrrYe71.mp4 * Push RenderMultisampleType_t nMSAAAmount on interop
…nch#3465) Co-authored-by: Kicks <nolandimensions@gmail.com>
andy013
commented
Dec 3, 2025
| if ( options.IsNetworkRefresh && !options.IsRefreshFromHost ) | ||
| { | ||
| // Skip [Sync] vars - sent via network table (prevents FromHost overwrite) | ||
| if ( field is PropertyDescription prop && prop.HasAttribute<SyncAttribute>() ) |
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Should I use ReflectionQueryCache.SyncProperties instead of prop.HasAttribute here?
lolleko
reviewed
Feb 28, 2026
| /// If true, the network refresh originated from the Host, | ||
| /// so we should allow it to overwrite [Sync] properties. | ||
| /// </summary> | ||
| internal bool IsRefreshFromHost { get; set; } |
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We hould really avoid adding new flags to options whenever possible. Is there no other way?
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Issue: #564
Changes
[Sync]properties inPostDeserializeduring a network refresh.Notes
This fix prevents clients who call a network refresh from overwriting
Syncproperties that have theFromHostSyncFlag.Currently,
[Sync]properties are deserialised from the client's JSON payload, overwriting authoritative host values.ReadDataTablealso lacked a check, causingNetListandNetDictionarytypes to be reset.Checks are performed on the receiver side. I figured you should always have the receiver check if the sender was allowed to change the value to prevent hacked clients sending data and it just being blindly accepted. You could probably optimise it by also not sending
FromHostvalues on a refresh called by clients.I've not tested this extensively but it seems to be working in my basic tests. You should review it and make sure I'm not doing anything stupid.
Example
Test project: fromhostbug.zip
Join with a client and observe server console logs. Client calls
Network.Refreshevery frame which overwrites the values set by the host.OnStart()sets theSyncFromHostproperties like this:Before fix:
After fix: