# Sandbox.SceneNetworkSystem

This is created and referenced by the network system, as a way to route.

- Kind: class
- Namespace: `Sandbox`
- Assembly: `Sandbox.Engine`
- Inherits: [Sandbox.Network.GameNetworkSystem](/api/Sandbox.Network.GameNetworkSystem)

## Methods

- [`AcceptConnection`](/api/Sandbox.SceneNetworkSystem/AcceptConnection): Called on the host to decide whether to accept a [Sandbox.Connection](/api/Sandbox.Connection). If any [Sandbox.Component](/api/Sandbox.Component) that implements this returns false, the connection will be denied.
- [`BecomeHostAsync`](/api/Sandbox.SceneNetworkSystem/BecomeHostAsync)
- [`Dispose`](/api/Sandbox.SceneNetworkSystem/Dispose)
- [`GetMountedVPKs`](/api/Sandbox.SceneNetworkSystem/GetMountedVPKs): A client has joined and wants to know what VPKs to preload.
- [`GetSnapshot`](/api/Sandbox.SceneNetworkSystem/GetSnapshot): A client has joined and wants a snapshot of the world.
- [`MountVPKs`](/api/Sandbox.SceneNetworkSystem/MountVPKs): Asynchronously load and mount any VPKs from the provided server response.
- [`OnConnected`](/api/Sandbox.SceneNetworkSystem/OnConnected)
- [`OnInitialize`](/api/Sandbox.SceneNetworkSystem/OnInitialize)
- [`OnJoined`](/api/Sandbox.SceneNetworkSystem/OnJoined)
- [`OnLeave`](/api/Sandbox.SceneNetworkSystem/OnLeave)
- [`Push`](/api/Sandbox.SceneNetworkSystem/Push)
- [`ResyncFromHostAsync`](/api/Sandbox.SceneNetworkSystem/ResyncFromHostAsync)
- [`SetSnapshotAsync`](/api/Sandbox.SceneNetworkSystem/SetSnapshotAsync): We have received a snapshot of the world.
