Refactor: extract shared helpers across scripts, trim remaining doc redundancy

Deduplication pass (44 extractions):
- New SmoothedLook: shared smoothed yaw/pitch look tick + view seeding
  (FirstPersonController, FreeCamController)
- New CharacterTeleport: disable-CC-around-teleport idiom (rescue,
  owner position apply, free-cam sync)
- New GeometryUtil: RescaleToUnitScale + TransformBounds (concealment
  meter/volume, skinned collider baker)
- Paint family: canonical map read/write shared between Net and
  Persistence, snapshot decode, backend stroke dispatch, RebuildBackend,
  ResolveSeed, chunked RPC send/gate/copy, CamoKnobs/HeightKnobs
  aggregates, SanitizeFileKey, NewMaskTexture, AdoptAlbedo, FindSlider
- Player/modes: GameMode SetPlayerControl/SetPainting/SetOrbitInputEnabled,
  InputUtil.GameplayKeyPressed, NearestClimbHit, ComputeXRay delegates to
  ComputeResolutionFreeze, FingerIK TryInPlaneAngle
- Match/misc: UnhookSessionCallbacks, SendEmptyNamedMessage, SwapScenes,
  RunSessionOpAsync, CovarianceEigen, CollectClusterPoints, MatchHud
  GUIStyle cache, HsvColorPicker rehook, VoxelCenter

Documentation pass: remove 6 triplicated doc blocks and 2 restating
inline comments left after the previous reduction.

Behavior-neutral; hot-path rasterizer loops intentionally untouched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Fable 5 committed 2026-07-02 12:33:48 +02:00
1 parent 066e308cde
commit 2243cc823e
40 files changed
+681 -724

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+60 -43
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@@ -36,13 +36,16 @@ public partial class MeshPainter
private static string PaintLibraryDir =>
Path.Combine(Application.persistentDataPath, "MeshPaint", "Saved");
private static string SanitizeKey(string s)
/// <summary>Filesystem-safe key: invalid filename characters and spaces become underscores.</summary>
internal static string SanitizeFileKey(string s)
{
if (string.IsNullOrEmpty(s)) return "unnamed";
foreach (char c in Path.GetInvalidFileNameChars()) s = s.Replace(c, '_');
return s.Replace(' ', '_');
}
private static string SanitizeKey(string s) =>
string.IsNullOrEmpty(s) ? "unnamed" : SanitizeFileKey(s);
/// <summary>Disk path for a slot. The display name lives inside the file; the file name is a sanitized key.</summary>
private static string PathForName(string name) =>
Path.Combine(PaintLibraryDir, SanitizeKey(name) + PaintFileExt);
@@ -86,7 +89,6 @@ public partial class MeshPainter
try
{
Directory.CreateDirectory(PaintLibraryDir);
int n = textureSize * textureSize;
using (var fs = new FileStream(PathForName(name), FileMode.Create, FileAccess.Write))
using (var w = new BinaryWriter(fs))
@@ -111,21 +113,7 @@ public partial class MeshPainter
w.Write(HeightNormalIntensity);
w.Write(ParallaxIntensity);
var bytes = new byte[n * 4];
for (int mi = 0; mi < MAP_COUNT; mi++)
{
Color32[] px = ReadCanonical(mi);
int count = Mathf.Min(n, px.Length);
for (int i = 0; i < count; i++)
{
int o = i * 4;
bytes[o] = px[i].r;
bytes[o + 1] = px[i].g;
bytes[o + 2] = px[i].b;
bytes[o + 3] = px[i].a;
}
w.Write(bytes, 0, count * 4);
}
WriteCanonicalMaps(w);
}
return true;
}
@@ -147,8 +135,6 @@ public partial class MeshPainter
Color32[][] canonical = ReadMaps(PathForName(name), out PaintScalars scalars);
if (canonical == null) return false;
// Re-seed exactly like SwitchBackend / ApplyPaintSnapshot, so the island/dilation seeding path
// runs and the edge padding is rebuilt correctly for the loaded content.
ReseedCanonical(canonical);
// A load replaces the whole painting and is NOT undoable: the loaded maps become the new history
@@ -202,9 +188,7 @@ public partial class MeshPainter
using (var fs = new FileStream(path, FileMode.Open, FileAccess.Read))
using (var r = new BinaryReader(fs, Encoding.UTF8))
{
if (r.ReadUInt32() != PaintFileMagic) return null;
int ver = r.ReadInt32();
if (ver < 2 || ver > PaintFileVersion) return null; // list legacy v2..v3 slots + current
if (!TryReadPaintVersion(r, out _)) return null;
return r.ReadString();
}
}
@@ -228,9 +212,7 @@ public partial class MeshPainter
using (var fs = new FileStream(path, FileMode.Open, FileAccess.Read))
using (var r = new BinaryReader(fs, Encoding.UTF8))
{
if (r.ReadUInt32() != PaintFileMagic) return null;
int ver = r.ReadInt32();
if (ver < 2 || ver > PaintFileVersion) return null; // read legacy v2..v3 + current
if (!TryReadPaintVersion(r, out int ver)) return null;
r.ReadString(); // display name (header only; not needed for the pixel load)
int w = r.ReadInt32();
int h = r.ReadInt32();
@@ -264,23 +246,7 @@ public partial class MeshPainter
return null;
}
int n = textureSize * textureSize;
var result = new Color32[MAP_COUNT][];
int load = Mathf.Min(maps, MAP_COUNT);
for (int mi = 0; mi < load; mi++)
{
byte[] raw = r.ReadBytes(n * 4);
if (raw.Length != n * 4) break; // truncated file -> remaining maps stay seeded
var px = new Color32[n];
for (int i = 0; i < n; i++)
{
int o = i * 4;
px[i] = new Color32(raw[o], raw[o + 1], raw[o + 2], raw[o + 3]);
}
result[mi] = px;
}
return result;
return ReadCanonicalMaps(r, maps);
}
}
catch (System.Exception e)
@@ -289,4 +255,55 @@ public partial class MeshPainter
return null;
}
}
/// <summary>Validates the paint-file magic and version range (legacy v2 .. current).</summary>
private static bool TryReadPaintVersion(BinaryReader r, out int ver)
{
if (r.ReadUInt32() != PaintFileMagic) { ver = 0; return false; }
ver = r.ReadInt32();
return ver >= 2 && ver <= PaintFileVersion;
}
/// <summary>Writes every map's canonical Color32 bytes to the stream (shared by slot save + net snapshot).</summary>
private void WriteCanonicalMaps(BinaryWriter w)
{
int n = textureSize * textureSize;
var bytes = new byte[n * 4];
for (int mi = 0; mi < MAP_COUNT; mi++)
{
Color32[] px = ReadCanonical(mi);
int count = Mathf.Min(n, px.Length);
for (int i = 0; i < count; i++)
{
int o = i * 4;
bytes[o] = px[i].r;
bytes[o + 1] = px[i].g;
bytes[o + 2] = px[i].b;
bytes[o + 3] = px[i].a;
}
w.Write(bytes, 0, count * 4);
}
}
/// <summary>Reads up to MAP_COUNT canonical map blocks; a truncated stream leaves the remaining maps null (seeded).</summary>
private Color32[][] ReadCanonicalMaps(BinaryReader r, int mapsInFile)
{
int n = textureSize * textureSize;
var result = new Color32[MAP_COUNT][];
int load = Mathf.Min(mapsInFile, MAP_COUNT);
for (int mi = 0; mi < load; mi++)
{
byte[] raw = r.ReadBytes(n * 4);
if (raw.Length != n * 4) break; // truncated -> remaining maps stay at the material seed
var px = new Color32[n];
for (int i = 0; i < n; i++)
{
int o = i * 4;
px[i] = new Color32(raw[o], raw[o + 1], raw[o + 2], raw[o + 3]);
}
result[mi] = px;
}
return result;
}
}