A game CleanupSystem that captures a scene baseline (original map objects), serializes baseline objects, and can restore destroyed baseline objects and remove spawned objects while preserving players. It hooks scene load events, provides console and RPC commands to run global or per-player cleanup, and broadcasts cleanup results to listeners.
using Sandbox.UI;
namespace Sandbox;
public interface ICleanupEvents
{
public void OnCleanup( int removedObjects, int restoredObjects );
}
/// <summary>
/// A system that tracks the baseline scene state and allows resetting the map to its original state.
/// Removes all spawned props and restores destroyed map objects while leaving players untouched.
/// </summary>
internal sealed class CleanupSystem : GameObjectSystem<CleanupSystem>, ISceneLoadingEvents
{
/// <summary>
/// Set of GameObjects that existed in the original scene baseline.
/// </summary>
private readonly HashSet<Guid> _baselineObjectIds = new();
/// <summary>
/// Serialized data of baseline objects so we can restore them if destroyed.
/// </summary>
private readonly Dictionary<Guid, string> _baselineObjectData = new();
private static bool _restorePersistedBaseline;
private static HashSet<Guid> _persistedBaselineIds;
private static Dictionary<Guid, string> _persistedBaselineData;
/// <summary>
/// Whether a baseline has been captured.
/// </summary>
public bool HasBaseline => _baselineObjectIds.Count > 0;
public CleanupSystem( Scene scene ) : base( scene )
{
}
/// <summary>
/// Call from SaveSystem before Game.ChangeScene() to snapshot the current baseline
/// </summary>
public static void PreserveBaselineForSaveLoad()
{
if ( Current is null || !Current.HasBaseline ) return;
_restorePersistedBaseline = true;
_persistedBaselineIds = new HashSet<Guid>( Current._baselineObjectIds );
_persistedBaselineData = new Dictionary<Guid, string>( Current._baselineObjectData );
}
void ISceneLoadingEvents.BeforeLoad( Scene scene, SceneLoadOptions options )
{
// Clear any existing baseline when a new scene is loading
_baselineObjectIds.Clear();
_baselineObjectData.Clear();
}
async Task ISceneLoadingEvents.OnLoad( Scene scene, SceneLoadOptions options, LoadingContext context )
{
// We don't care if the game is not playing
if ( !Game.IsPlaying ) return;
// Wait for next frame to ensure all objects are spawned
await Task.Yield();
// Could be null if the scene was unloaded before this runs
if ( !Scene.IsValid() ) return;
// When loading a save, restore the baseline captured before the scene was destroyed
if ( _restorePersistedBaseline && _persistedBaselineIds is not null )
{
_baselineObjectIds.UnionWith( _persistedBaselineIds );
foreach ( var kvp in _persistedBaselineData )
_baselineObjectData.TryAdd( kvp.Key, kvp.Value );
_restorePersistedBaseline = false;
Log.Info( $"CleanupSystem: Restored persisted baseline with {_baselineObjectIds.Count} objects." );
}
else
{
CaptureBaseline();
}
}
/// <summary>
/// Captures the current scene state as the baseline.
/// All objects that exist at this point are considered part of the original map.
/// </summary>
public void CaptureBaseline()
{
_baselineObjectIds.Clear();
_baselineObjectData.Clear();
foreach ( var go in Scene.Children?.ToArray() ?? [] )
{
CaptureObjectRecursive( go );
}
Log.Info( $"CleanupSystem: Captured baseline with {_baselineObjectIds.Count} objects." );
}
private void CaptureObjectRecursive( GameObject go )
{
if ( !go.IsValid() )
return;
// Skip player objects
if ( IsPlayerObject( go ) )
return;
if ( go.Flags.Contains( GameObjectFlags.DontDestroyOnLoad ) )
return;
_baselineObjectIds.Add( go.Id );
var serialized = go.Serialize();
if ( serialized is not null )
{
_baselineObjectData[go.Id] = serialized.ToJsonString();
}
foreach ( var child in go.Children?.ToArray() ?? [] )
{
CaptureObjectRecursive( child );
}
}
/// <summary>
/// Determines if a GameObject is a player or belongs to a player.
/// </summary>
private static bool IsPlayerObject( GameObject go )
{
if ( !go.IsValid() )
return false;
if ( go.Components.Get<Player>( true ) is not null )
return true;
if ( go.Components.Get<PlayerData>( true ) is not null )
return true;
var parent = go.Parent;
while ( parent is not null && parent != go.Scene )
{
if ( parent.Components.Get<Player>( true ) is not null )
return true;
if ( parent.Components.Get<PlayerData>( true ) is not null )
return true;
parent = parent.Parent;
}
return false;
}
/// <summary>
/// Cleans up the scene by removing all spawned objects and restoring destroyed baseline objects.
/// Players and their belongings are preserved.
/// </summary>
public void Cleanup()
{
if ( !HasBaseline )
{
Log.Warning( "CleanupSystem: No baseline captured. Cannot cleanup." );
return;
}
if ( !Networking.IsHost )
{
Log.Warning( "CleanupSystem: Only the host can perform cleanup." );
return;
}
var removedCount = 0;
var restoredCount = 0;
var objectsToRemove = new List<GameObject>();
var existingBaselineIds = new HashSet<Guid>();
foreach ( var go in Scene.GetAllObjects( true ) )
{
if ( !go.IsValid() )
continue;
// Never remove player objects
if ( IsPlayerObject( go ) )
continue;
if ( go.Flags.Contains( GameObjectFlags.DontDestroyOnLoad ) )
continue;
if ( _baselineObjectIds.Contains( go.Id ) )
{
existingBaselineIds.Add( go.Id );
}
else
{
if ( go.Parent == Scene )
{
objectsToRemove.Add( go );
}
}
}
// Remove spawned objects
foreach ( var go in objectsToRemove )
{
if ( go.IsValid() )
{
go.Destroy();
removedCount++;
}
}
// Restore destroyed baseline objects
foreach ( var kvp in _baselineObjectData )
{
var id = kvp.Key;
// Skip if the object still exists
if ( existingBaselineIds.Contains( id ) )
continue;
// Skip if we already processed the parent object
var go = Scene.Directory.FindByGuid( id );
if ( go.IsValid() )
continue;
try
{
var json = System.Text.Json.Nodes.JsonNode.Parse( kvp.Value );
if ( json is System.Text.Json.Nodes.JsonObject jso )
{
var restored = new GameObject();
restored.Deserialize( jso );
restoredCount++;
}
}
catch ( System.Exception ex )
{
Log.Warning( $"CleanupSystem: Failed to restore object {id}: {ex.Message}" );
}
}
BroadcastCleanup( removedCount, restoredCount );
}
[Rpc.Broadcast( NetFlags.HostOnly )]
private static void BroadcastCleanup( int removedObjects, int restoredObjects )
{
Game.ActiveScene?.RunEvent<ICleanupEvents>( x => x.OnCleanup( removedObjects, restoredObjects ) );
Log.Info( $"Cleanup complete. Removed {removedObjects} spawned objects, restored {restoredObjects} destroyed objects." );
}
/// <summary>
/// Console command to cleanup the map.
/// </summary>
[ConCmd( "cleanup" )]
public static void CleanupCommand( string targetName = null )
{
if ( !Networking.IsHost ) return;
//
// Targeted cleanup, doesn't use the same cleanup shit
//
if ( !string.IsNullOrEmpty( targetName ) )
{
var target = GameManager.FindPlayerWithName( targetName );
if ( target is not null )
{
CleanupPlayer( target );
}
else
{
Notices.AddNotice( "cleaning_services", Color.Red, $"Can't find {targetName} to clean up" );
}
return;
}
if ( Current is null )
{
Log.Warning( "CleanupSystem: No active cleanup system." );
return;
}
Current.Cleanup();
}
[Rpc.Host]
public static void RpcCleanUpMine()
{
CleanupPlayer( Rpc.Caller );
}
[Rpc.Host]
public static void RpcCleanUpAll()
{
if ( !Rpc.Caller.HasPermission( "admin" ) ) return;
Current?.Cleanup();
}
[Rpc.Host]
public static void RpcCleanUpTarget( Connection target )
{
if ( !Rpc.Caller.HasPermission( "admin" ) ) return;
CleanupPlayer( target );
}
public static void CleanupPlayer( Connection caller )
{
Assert.True( Networking.IsHost, "Only the host may call this method!" );
var removable = Game.ActiveScene.GetAllComponents<Ownable>()
.Where( o => o.Owner == caller );
var count = 0;
foreach ( var ownable in removable.ToArray() )
{
ownable.GameObject.Destroy();
count++;
}
Notices.SendNotice( caller, "cleaning_services", Color.Green, $"Cleaned up {count} objects" );
}
}