tag

#whitelist

6 items (6 fixes)

fixes
26.07.22
"A green offline dotnet build misses s&box whitelist violations"

Compiling an s&box game assembly outside the editor needs the exact csproj shape the editor generates, and even a perfectly green offline build cannot surface whitelist violations. The SB1000 analyzer runs only in the editor compile pass, so code can build with 0 errors and 0 warnings offline and still be rejected in-editor. Build the editor-generated Code/<project>.csproj directly and confirm against the editor compile_status, never the offline build alone.

26.07.08e
"Array.Clone() blocked by whitelist but dotnet build misses it"

System.Array.Clone() compiles clean in dotnet build but fails SB1000 in the editor: the headless build does not enforce the whitelist.

26.07.08e
"dotnet build verifies compile but NOT the whitelist"

Headless dotnet build is green while the in-editor compiler emits SB1000: Environment/IO/Process/reflection are banned in game code.

26.07.22
"FrameStats and PerformanceStats are accessible from game code: no engine benchmark system needed"

Sandbox.Diagnostics.FrameStats and PerformanceStats are whitelist-clean and reachable from game-assembly components: build a relative perf probe without any engine benchmark API. Raw GC.GetAllocatedBytesForCurrentThread/GC.CollectionCount are SB1000-blocked in-editor; use PerformanceStats instead.

26.07.15a
"Headless dotnet build skips sandbox whitelist enforcement"

A headless dotnet build against the engine assemblies does not enforce the s&box sandbox access-control whitelist: code that builds clean headlessly can fail the editor compile with SB1000.

26.07.08e
"It worked in the editor but broke after publishing"

Whitelist divergence, loose Resource Files, and silent cloud-asset failures after publish.

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