Add Ctrl+Z/Ctrl+Y undo/redo with command-based network sync
Pointer-based per-painter history of the canonical maps with copy-on-write sharing (only maps touched by a stroke are cloned). A stroke (press..release) is one step; a Load resets the history to the loaded maps as the sole baseline. Network sync replicates undo/redo as tiny checkpoint/restore commands instead of broadcasting full map snapshots: every peer runs the same COW history keyed by owner-assigned checkpoint ids and reproduces restores locally. A peer that cannot reproduce a target (undo across its join boundary) requests a targeted snapshot from the owner as fallback. Hardening: ordered send FIFO keeps stamps + checkpoints + restores in production order (a marker never overtakes the stamps it finalizes); stamp overflow carries over to the next frame instead of being decimated, so remote content matches the owner; remote always inserts the checkpoint id to stay 1:1 aligned. Owner-authoritative snapshot fallback replaces the silent host no-op. Adds a logSync toggle (default on) tracing when each checkpoint/restore/snapshot is sent, applied, or falls back. Also includes paintings-panel layout tuning in PaintHudPanel.prefab (inspector edits). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -3527,7 +3527,7 @@ RectTransform:
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_SizeDelta: {x: 100, y: 0}
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m_Pivot: {x: 0.5, y: 1}
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--- !u!114 &6115439559885354559
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MonoBehaviour:
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@@ -3542,10 +3542,10 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.VerticalLayoutGroup
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m_Padding:
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m_Left: 6
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m_Right: 6
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m_Top: 6
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m_Bottom: 6
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m_Left: 4
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m_Right: 4
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m_Top: 4
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m_Bottom: 4
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m_ChildAlignment: 0
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m_Spacing: 3
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m_ChildForceExpandWidth: 1
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@@ -35,6 +35,19 @@ public partial class MeshPainter
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Debug.Log($"[MeshPainter] Backend switched -> {(toGpu ? "GPU" : "CPU")} painting.", this);
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}
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/// <summary>
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/// Tears down the active backend and rebuilds it from externally supplied canonical maps (load /
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/// late-join snapshot / undo). Runs the island/dilation seeding path so edge padding is rebuilt for
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/// the new content. The input arrays are never mutated (SetupBackend clones its seed).
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/// </summary>
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private void ReseedCanonical(Color32[][] canonical)
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{
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if (_gpuActive) TeardownGpu();
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else TeardownCpu();
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SetupBackend(useGpu, canonical);
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_hasLastScreen = false;
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}
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/// <summary>Reads a map from the active backend into canonical (material) layout.</summary>
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private Color32[] ReadCanonical(int mi)
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{
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@@ -155,6 +155,10 @@ public partial class MeshPainter
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PaintStamp3D(s.P, s.R, s.U, s.V, s.N);
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EndCpuStroke();
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}
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// Accumulate this peer's stroke dirty mask so a network checkpoint marker can commit the same
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// history entry as the owner (same stamps -> same touched maps -> COW-aligned with the owner).
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MarkStrokePainted();
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}
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// --- Late-join snapshot: the whole painted state as a compressed blob ---
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@@ -210,8 +214,12 @@ public partial class MeshPainter
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return true;
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}
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/// <summary>Decompresses a snapshot and re-seeds the active backend with it. Caller must ensure IsPaintReady.</summary>
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public void ApplyPaintSnapshot(byte[] compressed)
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/// <summary>
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/// Decompresses a snapshot, re-seeds the active backend with it, and makes it this peer's sole history
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/// baseline under the authority's <paramref name="baselineId"/> (so subsequent checkpoint/restore
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/// commands line up). Caller must ensure IsPaintReady.
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/// </summary>
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public void ApplyPaintSnapshot(byte[] compressed, int baselineId)
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{
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if (!_setupValid || compressed == null || compressed.Length == 0) return;
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@@ -226,10 +234,8 @@ public partial class MeshPainter
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// Re-seed exactly like SwitchBackend, but with externally supplied maps, so the island/dilation
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// seeding path runs and the edge padding is rebuilt correctly for the loaded content.
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if (_gpuActive) TeardownGpu();
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else TeardownCpu();
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SetupBackend(useGpu, canonical);
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_hasLastScreen = false;
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ReseedCanonical(canonical);
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SetHistoryBaseline(canonical, baselineId);
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}
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private Color32[][] DecodeSnapshot(byte[] compressed)
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@@ -121,10 +121,11 @@ public partial class MeshPainter
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// Re-seed exactly like SwitchBackend / ApplyPaintSnapshot, so the island/dilation seeding path
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// runs and the edge padding is rebuilt correctly for the loaded content.
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if (_gpuActive) TeardownGpu();
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else TeardownCpu();
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SetupBackend(useGpu, canonical);
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_hasLastScreen = false;
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ReseedCanonical(canonical);
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// A load replaces the whole painting and is NOT undoable: the loaded maps become the new history
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// baseline, clearing any prior undo/redo. Peers reset to the same baseline via the load broadcast.
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ResetHistoryToCurrent(canonical);
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return true;
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}
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@@ -0,0 +1,264 @@
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using System.Collections.Generic;
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using UnityEngine;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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public partial class MeshPainter
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{
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// --- Undo / redo: per-stroke history of the canonical maps, mirrored on every peer ---
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//
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// One stroke (mouse-down -> mouse-up) = one undo step. Each entry is the full canonical map set AFTER
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// that edit, restored by re-seeding the backend (same path as load / late-join snapshot). The baseline
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// at index 0 is the material seed (or a loaded / snapshotted baseline).
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//
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// Networked design: every replica keeps the SAME history, so undo/redo replicates as a tiny command
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// instead of re-broadcasting the whole painting. The owner assigns each committed stroke a monotonic
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// CHECKPOINT ID; remotes replay the same stamps and capture history at the same boundaries (driven by a
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// network checkpoint marker) under the owner's id. Undo/redo carries the TARGET id; a peer that holds
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// that id restores locally, a peer that doesn't (a late joiner asked to undo past its join) falls back
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// to a snapshot. PlayerPaintSync drives all of this through OnHistoryCheckpoint / OnHistoryRestore.
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//
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// Memory: consecutive states differ only in the maps a stroke actually painted, so unchanged maps are
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// shared by reference with the previous entry (copy-on-write). This is safe because both backends
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// CLONE their seed input (SeedCpuPixels / SeedGpuMap) and ReadCanonical returns fresh arrays - nothing
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// ever writes back into a stored state array.
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[Header("Undo")]
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[Tooltip("Maximum number of undoable edits kept in memory (strokes + loads). Older edits drop off; " +
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"the oldest kept state is the undo floor. Higher = more undo depth but more memory (only the " +
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"maps a stroke changed are stored per step).")]
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[Min(1)]
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public int maxUndoSteps = 20;
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/// <summary>
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/// Fires on the owner when a stroke is committed as a new history entry, carrying its checkpoint id.
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/// PlayerPaintSync forwards a marker so every remote captures the same entry under the same id. No
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/// subscriber = no-op (single-player).
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/// </summary>
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public event System.Action<int> OnHistoryCheckpoint;
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/// <summary>
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/// Fires on the owner when the painting is restored to a history entry (undo / redo), carrying that
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/// entry's checkpoint id. PlayerPaintSync forwards the id so peers reproduce the move locally (or fetch
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/// a snapshot if they lack that id). No subscriber = no-op (single-player).
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/// </summary>
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public event System.Action<int> OnHistoryRestore;
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private List<Color32[][]> _undoStates; // index 0 = oldest kept state; null until InitUndoHistory ran
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private List<int> _undoIds; // parallel checkpoint id per state (owner-assigned, peer-shared)
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private int _undoIndex; // the state the painter currently shows
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private int _nextCheckpointId; // owner: next id to assign; remotes set ids from the network
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private bool _strokeActive; // a stroke has painted >=1 stamp and is not yet committed to history
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private int _strokeDirtyMaps; // bitmask of map indices touched by the current stroke
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/// <summary>The checkpoint id of the state currently shown. Used as the baseline tag when snapshotting.</summary>
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public int CurrentCheckpointId =>
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(_undoIds != null && _undoIndex >= 0 && _undoIndex < _undoIds.Count) ? _undoIds[_undoIndex] : 0;
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/// <summary>Seeds the history with the material baseline (id 0). Called once after the backend is set up.</summary>
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private void InitUndoHistory()
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{
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if (_seedCanonical == null) return;
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SetSingleBaseline(_seedCanonical, 0);
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_nextCheckpointId = 1;
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}
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/// <summary>
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/// Rebuilds the whole history to a single baseline entry holding <paramref name="maps"/> (per-map null
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/// falls back to the live backend), tagged <paramref name="id"/>. Clears all undo/redo. Used by the
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/// material seed, a load (owner) and an applied snapshot (remote). Takes ownership of the passed arrays.
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/// </summary>
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private void SetSingleBaseline(Color32[][] maps, int id)
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{
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if (_undoStates == null) _undoStates = new List<Color32[][]>(Mathf.Max(2, maxUndoSteps + 1));
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if (_undoIds == null) _undoIds = new List<int>(Mathf.Max(2, maxUndoSteps + 1));
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_undoStates.Clear();
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_undoIds.Clear();
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int n = textureSize * textureSize;
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var baseline = new Color32[MAP_COUNT][];
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for (int mi = 0; mi < MAP_COUNT; mi++)
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{
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var s = (maps != null) ? maps[mi] : null;
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baseline[mi] = (s != null && s.Length == n) ? s : ReadCanonical(mi);
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}
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_undoStates.Add(baseline);
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_undoIds.Add(id);
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_undoIndex = 0;
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_strokeActive = false;
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_strokeDirtyMaps = 0;
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}
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/// <summary>Owner-only: replace the whole history with the current maps as the sole baseline (used by load).</summary>
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private int ResetHistoryToCurrent(Color32[][] maps)
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{
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int id = _nextCheckpointId++;
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SetSingleBaseline(maps, id);
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return id;
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}
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/// <summary>Remote-only: make the just-applied snapshot maps the sole history baseline under the authority's id.</summary>
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public void SetHistoryBaseline(Color32[][] maps, int baselineId)
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{
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if (!_setupValid) return;
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SetSingleBaseline(maps, baselineId);
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}
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/// <summary>Marks that the current stroke painted a stamp (called per committed stamp, local or replicated).</summary>
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private void MarkStrokePainted()
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{
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_strokeActive = true;
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if (paintAlbedo) _strokeDirtyMaps |= 1 << MAP_ALBEDO;
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if (paintMetallicSmoothness || paintOcclusion) _strokeDirtyMaps |= 1 << MAP_MSO;
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if (paintEmission) _strokeDirtyMaps |= 1 << MAP_EM;
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}
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/// <summary>
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/// Owner: commits an in-progress stroke as one undo step and announces its checkpoint id (no-op if
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/// nothing was painted). Remotes use RemoteCommitCheckpoint instead.
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/// </summary>
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private void EndStrokeIfActive()
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{
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if (!_strokeActive) return;
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// Stroke held but nothing actually painted (no active channel / no stamp landed): drop it without
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// consuming a checkpoint id, so the owner only ever announces ids it really holds an entry for.
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if (_strokeDirtyMaps == 0)
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{
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_strokeActive = false;
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return;
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}
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int id = _nextCheckpointId++;
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CaptureUndoState(_strokeDirtyMaps, id);
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_strokeActive = false;
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_strokeDirtyMaps = 0;
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OnHistoryCheckpoint?.Invoke(id);
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}
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/// <summary>
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/// Remote: commits the stamps replayed since the last checkpoint as one undo step under the owner's id,
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/// keeping this peer's history in lockstep. Always records the id - even if (rarely) no stamp landed
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/// here for the stroke - so every replica's history stays 1:1 aligned with the owner's and a later
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/// undo/redo to this id reproduces locally instead of forcing a snapshot fallback.
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/// </summary>
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public void RemoteCommitCheckpoint(int id)
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{
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if (!_setupValid) return;
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CaptureUndoState(_strokeDirtyMaps, id, forceEntry: true);
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_strokeActive = false;
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_strokeDirtyMaps = 0;
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}
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/// <summary>
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/// Snapshots the current maps as a new history entry under <paramref name="id"/>, dropping any redo
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/// branch. With <paramref name="forceEntry"/> an entry is added even when nothing changed (it then
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/// shares every map with the previous entry via COW) - used by remote checkpoints to keep ids aligned.
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/// </summary>
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private void CaptureUndoState(int dirtyMaps, int id, bool forceEntry = false)
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{
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if (_undoStates == null) return;
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if (dirtyMaps == 0 && !forceEntry) return;
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// A fresh edit invalidates everything ahead of the cursor (the redo branch).
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if (_undoIndex < _undoStates.Count - 1)
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{
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int from = _undoIndex + 1;
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int n = _undoStates.Count - from;
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_undoStates.RemoveRange(from, n);
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_undoIds.RemoveRange(from, n);
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}
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Color32[][] prev = _undoStates[_undoIndex];
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var state = new Color32[MAP_COUNT][];
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for (int mi = 0; mi < MAP_COUNT; mi++)
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{
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bool changed = (dirtyMaps & (1 << mi)) != 0;
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state[mi] = changed ? ReadCanonical(mi) : prev[mi]; // COW: share maps the stroke didn't touch
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}
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_undoStates.Add(state);
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_undoIds.Add(id);
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_undoIndex = _undoStates.Count - 1;
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// Bound memory: keep at most maxUndoSteps edits beyond the oldest kept state.
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int maxEntries = Mathf.Max(1, maxUndoSteps) + 1;
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while (_undoStates.Count > maxEntries)
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{
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_undoStates.RemoveAt(0);
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_undoIds.RemoveAt(0);
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_undoIndex--;
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}
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}
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/// <summary>Owner: steps back one edit and announces the restore. Returns false if already at the floor.</summary>
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public bool Undo()
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{
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if (_undoStates == null || _undoIndex <= 0) return false;
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_undoIndex--;
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RestoreCurrentState();
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return true;
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}
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/// <summary>Owner: steps forward one edit (after an undo). Returns false if already at the newest state.</summary>
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public bool Redo()
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{
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if (_undoStates == null || _undoIndex >= _undoStates.Count - 1) return false;
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_undoIndex++;
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RestoreCurrentState();
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return true;
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}
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private void RestoreCurrentState()
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{
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ReseedCanonical(_undoStates[_undoIndex]);
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_strokeActive = false;
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_strokeDirtyMaps = 0;
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OnHistoryRestore?.Invoke(_undoIds[_undoIndex]); // owner -> peers reproduce the move by id
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}
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/// <summary>
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/// Remote: restores to the history entry tagged <paramref name="id"/>. Returns false (and does nothing)
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/// if this peer doesn't hold that id - the caller then falls back to fetching a snapshot.
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/// </summary>
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public bool RemoteRestoreTo(int id)
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{
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if (_undoStates == null || _undoIds == null) return false;
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int idx = _undoIds.IndexOf(id);
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if (idx < 0) return false;
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_undoIndex = idx;
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ReseedCanonical(_undoStates[idx]);
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_strokeActive = false;
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_strokeDirtyMaps = 0;
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return true;
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}
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/// <summary>Reads Ctrl+Z / Ctrl+Y this frame. Modifier-gated so plain Z/Y never trigger it.</summary>
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private void GetUndoRedoInput(out bool undo, out bool redo)
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{
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undo = false;
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redo = false;
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#if ENABLE_INPUT_SYSTEM
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var kb = Keyboard.current;
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if (kb != null)
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{
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if (kb.leftCtrlKey.isPressed || kb.rightCtrlKey.isPressed)
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{
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undo = kb.zKey.wasPressedThisFrame;
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redo = kb.yKey.wasPressedThisFrame;
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}
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return;
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}
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#endif
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#if ENABLE_LEGACY_INPUT_MANAGER
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if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
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{
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undo = Input.GetKeyDown(KeyCode.Z);
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redo = Input.GetKeyDown(KeyCode.Y);
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}
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#endif
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 9d7335962dd88b844bdaac92a7cb8d85
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@@ -303,6 +303,7 @@ public partial class MeshPainter : MonoBehaviour
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// HUD library (MeshPainter.Persistence), never auto-loaded on start.
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SetupBackend(useGpu, _seedCanonical);
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ConfigureMaterialPbr();
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InitUndoHistory(); // baseline = material seed, captured before any stroke
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EnsureProceduralMask();
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ResolveActiveMask();
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@@ -592,10 +593,22 @@ public partial class MeshPainter : MonoBehaviour
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// Painting disabled by the game mode (e.g. player-control mode): do nothing.
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if (!PaintingEnabled)
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{
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EndStrokeIfActive(); // finalize an in-progress stroke if the mode was left mid-paint
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_hasLastScreen = false;
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return;
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}
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// Undo / redo (Ctrl+Z / Ctrl+Y): only here, since PaintingEnabled is true only on the local
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// owner in paint mode. Commit any in-progress stroke first so it becomes its own history step.
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GetUndoRedoInput(out bool wantUndo, out bool wantRedo);
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if (wantUndo || wantRedo)
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{
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EndStrokeIfActive();
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if (wantUndo) Undo();
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else Redo();
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return;
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}
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if (updateColliderEveryFrame && _skinned)
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{
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BakeColliderMesh();
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@@ -617,6 +630,7 @@ public partial class MeshPainter : MonoBehaviour
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// entirely (no painting, no brush preview ring while active).
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if (pipette)
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{
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EndStrokeIfActive(); // switching to the eyedropper ends any active stroke
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if (pressed)
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{
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if (!_pickHeld) PickAtScreen(screenPos);
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@@ -635,6 +649,7 @@ public partial class MeshPainter : MonoBehaviour
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if (!pressed)
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{
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EndStrokeIfActive(); // mouse released -> commit the stroke as one undo step
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_hasLastScreen = false;
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return;
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}
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@@ -717,6 +732,7 @@ public partial class MeshPainter : MonoBehaviour
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else PaintStamp3D(pLocal, radiusLocal, u, v, nLocal);
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EmitStamp(pLocal, radiusLocal, u, v, nLocal);
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||||
MarkStrokePainted(); // a stamp landed -> this stroke is undoable
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -11,11 +11,21 @@ using UnityEngine;
|
||||
/// commands (~tens of bytes each), so two players see each other paint live without streaming the
|
||||
/// 12 MB of paint maps.
|
||||
///
|
||||
/// Late join: a client that connects AFTER painting happened also gets the accumulated result. On
|
||||
/// spawn it pulls a one-time compressed snapshot of the whole map set from the server (chunked,
|
||||
/// throttled to respect the transport's reliable window), buffers any live stamps that arrive during
|
||||
/// the transfer, and after applying the snapshot replays the buffered stamps newer than the snapshot's
|
||||
/// cutoff sequence - so no stroke is lost or double-applied across the join window.
|
||||
/// Undo/redo replicates as commands too, not pixels: every replica keeps the SAME per-stroke history
|
||||
/// (see MeshPainter.Undo), so the owner just forwards a per-stroke CHECKPOINT marker and an undo/redo
|
||||
/// RESTORE id. Each peer reproduces the move from its own history. A peer that lacks the target id (a
|
||||
/// late joiner asked to undo past its join) heals by pulling a fresh snapshot from the OWNER - the only
|
||||
/// guaranteed-correct source of the post-restore state, so this works for a remote client and for the
|
||||
/// host's own replica alike. Stamps are capped per frame but their overflow carries to the next frame
|
||||
/// rather than being decimated, and checkpoint/restore markers never overtake the stamps they finalize,
|
||||
/// so every replica's history stays aligned and the heal path stays a rare exception, not the norm.
|
||||
///
|
||||
/// Late join: a client that connects AFTER painting happened gets the accumulated result. On spawn it
|
||||
/// pulls a one-time compressed snapshot of the whole map set from the server (chunked, throttled to
|
||||
/// respect the transport's reliable window), buffers any live events that arrive during the transfer,
|
||||
/// and after applying the snapshot replays the buffered events newer than the snapshot's cutoff
|
||||
/// sequence - so no stroke is lost or double-applied across the join window. The applied snapshot also
|
||||
/// becomes the joiner's history baseline.
|
||||
///
|
||||
/// Emission intensity is the one paint property that is NOT baked into the maps (it's a global
|
||||
/// multiplier on the material's _EmissionColor), so it can't ride the stamp/snapshot path. It rides its
|
||||
@@ -26,10 +36,16 @@ using UnityEngine;
|
||||
public class PlayerPaintSync : NetworkBehaviour
|
||||
{
|
||||
[Tooltip("Max brush stamps forwarded to the network per frame. Pathological fast strokes (hundreds " +
|
||||
"of interpolated sub-stamps in one frame) are decimated to this to bound the RPC size; local " +
|
||||
"painting stays full fidelity.")]
|
||||
"of interpolated sub-stamps in one frame) are capped to this to bound the RPC size; the " +
|
||||
"overflow is CARRIED OVER to the next frame (never dropped), so remotes replay the identical " +
|
||||
"stamp set and undo/redo history stays aligned. Local painting is always full fidelity.")]
|
||||
[SerializeField] private int maxStampsPerFrame = 64;
|
||||
|
||||
[Tooltip("Log paint-sync events (stamps/checkpoints/restores sent & applied, snapshot transfers) to " +
|
||||
"the console with a per-peer tag. Handy for diagnosing undo/redo replication; turn off for " +
|
||||
"quiet play.")]
|
||||
[SerializeField] private bool logSync = true;
|
||||
|
||||
[Tooltip("Snapshot transfer chunk payload (bytes). Kept under the transport MTU so each chunk is a " +
|
||||
"single packet (no extra fragmentation).")]
|
||||
[SerializeField] private int snapshotChunkBytes = 1200;
|
||||
@@ -39,7 +55,19 @@ public class PlayerPaintSync : NetworkBehaviour
|
||||
[SerializeField] private int snapshotChunksPerFrame = 8;
|
||||
|
||||
private MeshPainter _painter;
|
||||
private readonly List<PaintStampNet> _pending = new List<PaintStampNet>();
|
||||
|
||||
// Single owner-side FIFO of everything to forward, in the exact order it was produced: brush stamps
|
||||
// interleaved with stroke checkpoints and undo/redo restores. Flushed in order in LateUpdate so a
|
||||
// checkpoint/restore never overtakes the stamps it refers to, and so the per-frame stamp cap can carry
|
||||
// overflow to the next frame without ever reordering or dropping a command.
|
||||
private enum OutKind { Stamp, Checkpoint, Restore }
|
||||
private struct OutItem
|
||||
{
|
||||
public OutKind kind;
|
||||
public PaintStampNet stamp; // Stamp only
|
||||
public int id; // Checkpoint / Restore only
|
||||
}
|
||||
private readonly List<OutItem> _outgoing = new List<OutItem>();
|
||||
|
||||
// Global emission-intensity multiplier (MeshPainter.emissionIntensity) — a per-player material value,
|
||||
// not part of the painted maps. Owner-authoritative like the rest; the remote applies it to its
|
||||
@@ -47,17 +75,28 @@ public class PlayerPaintSync : NetworkBehaviour
|
||||
private readonly NetworkVariable<float> _emissionIntensity =
|
||||
new(1f, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
|
||||
|
||||
// Monotonic batch counter on the owner; on every peer, the highest batch sequence accounted for
|
||||
// (applied to a remote replica / sent by the owner). Used as the snapshot's cutoff marker.
|
||||
// Monotonic message counter on the owner (one per stamp batch / checkpoint / restore); on every peer,
|
||||
// the highest sequence accounted for (applied to a remote replica / sent by the owner). Used as the
|
||||
// snapshot's cutoff marker so the join window neither loses nor double-applies events.
|
||||
private int _seq;
|
||||
private int _seqHorizon;
|
||||
|
||||
// --- Joining client: snapshot reassembly + live-stamp buffering until the baseline is applied ---
|
||||
private bool _awaitingSnapshot; // buffer live stamps instead of applying them
|
||||
// --- Joining client: snapshot reassembly + live-event buffering until the baseline is applied ---
|
||||
private enum NetKind { Stamps, Checkpoint, Restore }
|
||||
private struct NetEvent
|
||||
{
|
||||
public int seq;
|
||||
public NetKind kind;
|
||||
public PaintStampNet[] stamps; // Stamps only
|
||||
public int id; // Checkpoint / Restore only
|
||||
}
|
||||
|
||||
private bool _awaitingSnapshot; // buffer live events instead of applying them
|
||||
private byte[] _snapBuffer; // reassembled compressed snapshot
|
||||
private int _snapCapturedSeq; // batches <= this are already baked into the snapshot
|
||||
private int _snapCapturedSeq; // events <= this are already baked into the snapshot
|
||||
private int _snapBaselineId; // checkpoint id the snapshot maps represent (history baseline)
|
||||
private bool _snapReadyToApply; // last chunk arrived; apply once the painter is ready
|
||||
private readonly List<(int seq, PaintStampNet[] stamps)> _bufferedBatches = new List<(int, PaintStampNet[])>();
|
||||
private readonly List<NetEvent> _buffered = new List<NetEvent>();
|
||||
|
||||
private void Awake() => _painter = GetComponentInChildren<MeshPainter>(true);
|
||||
|
||||
@@ -69,6 +108,8 @@ public class PlayerPaintSync : NetworkBehaviour
|
||||
if (IsOwner)
|
||||
{
|
||||
_painter.OnStampCommitted += OnStampCommitted;
|
||||
_painter.OnHistoryCheckpoint += OnLocalCheckpoint;
|
||||
_painter.OnHistoryRestore += OnLocalRestore;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -84,6 +125,7 @@ public class PlayerPaintSync : NetworkBehaviour
|
||||
if (!IsServer)
|
||||
{
|
||||
_awaitingSnapshot = true;
|
||||
LogSync("late joiner: requesting baseline snapshot");
|
||||
RequestSnapshotRpc();
|
||||
}
|
||||
}
|
||||
@@ -92,10 +134,34 @@ public class PlayerPaintSync : NetworkBehaviour
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
if (_painter && IsOwner)
|
||||
{
|
||||
_painter.OnStampCommitted -= OnStampCommitted;
|
||||
_painter.OnHistoryCheckpoint -= OnLocalCheckpoint;
|
||||
_painter.OnHistoryRestore -= OnLocalRestore;
|
||||
}
|
||||
_emissionIntensity.OnValueChanged -= OnEmissionChanged;
|
||||
}
|
||||
|
||||
// Owner history events -> appended to the ordered outgoing FIFO, flushed in LateUpdate.
|
||||
private void OnLocalCheckpoint(int id) => _outgoing.Add(new OutItem { kind = OutKind.Checkpoint, id = id });
|
||||
private void OnLocalRestore(int id) => _outgoing.Add(new OutItem { kind = OutKind.Restore, id = id });
|
||||
|
||||
// Per-peer log tag: which client this is and its role, so multi-window logs are easy to read.
|
||||
private string SyncTag
|
||||
{
|
||||
get
|
||||
{
|
||||
string role = IsOwner ? "owner" : (IsServer ? "host" : "client");
|
||||
ulong id = NetworkManager ? NetworkManager.LocalClientId : 0;
|
||||
return $"[PaintSync c{id} {role}]";
|
||||
}
|
||||
}
|
||||
|
||||
private void LogSync(string msg)
|
||||
{
|
||||
if (logSync) Debug.Log($"{SyncTag} {msg}", this);
|
||||
}
|
||||
|
||||
private void OnEmissionChanged(float previous, float current)
|
||||
{
|
||||
if (_painter) _painter.emissionIntensity = current;
|
||||
@@ -103,17 +169,19 @@ public class PlayerPaintSync : NetworkBehaviour
|
||||
|
||||
// ---- Live stamp stream (owner -> server -> remotes) ----
|
||||
|
||||
private void OnStampCommitted(PaintStampNet stamp) => _pending.Add(stamp);
|
||||
private void OnStampCommitted(PaintStampNet stamp) =>
|
||||
_outgoing.Add(new OutItem { kind = OutKind.Stamp, stamp = stamp });
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
// Apply a fully-received snapshot once the painter has finished setup, then flush the stamps
|
||||
// Apply a fully-received snapshot once the painter has finished setup, then flush the events
|
||||
// that arrived during the transfer. Deferred to here so apply+replay happen atomically in order.
|
||||
if (_snapReadyToApply && _painter && _painter.IsPaintReady)
|
||||
{
|
||||
_snapReadyToApply = false;
|
||||
_painter.ApplyPaintSnapshot(_snapBuffer);
|
||||
FlushBufferedBatches();
|
||||
_painter.ApplyPaintSnapshot(_snapBuffer, _snapBaselineId);
|
||||
LogSync($"applied snapshot baseline {_snapBaselineId}; replaying buffered events");
|
||||
FlushBuffered();
|
||||
_snapBuffer = null;
|
||||
_awaitingSnapshot = false;
|
||||
}
|
||||
@@ -126,31 +194,88 @@ public class PlayerPaintSync : NetworkBehaviour
|
||||
if (_painter && _emissionIntensity.Value != _painter.emissionIntensity)
|
||||
_emissionIntensity.Value = _painter.emissionIntensity;
|
||||
|
||||
if (_pending.Count == 0)
|
||||
FlushOutgoing(unlimited: false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends the outgoing FIFO in order: runs of consecutive stamps are batched (capped per frame unless
|
||||
/// <paramref name="unlimited"/>), checkpoints/restores go out as tiny markers in their exact position.
|
||||
/// Each item gets its own monotonic sequence. With the per-frame cap reached, the unsent tail (stamps
|
||||
/// and any markers behind them) stays queued for the next frame - never reordered, never dropped.
|
||||
/// </summary>
|
||||
private void FlushOutgoing(bool unlimited)
|
||||
{
|
||||
if (_outgoing.Count == 0)
|
||||
return;
|
||||
|
||||
int seq = ++_seq;
|
||||
_seqHorizon = seq;
|
||||
SubmitStampsServerRpc(seq, BuildBatch());
|
||||
_pending.Clear();
|
||||
int cap = Mathf.Max(1, maxStampsPerFrame);
|
||||
int sentStamps = 0;
|
||||
int consumed = 0;
|
||||
|
||||
while (consumed < _outgoing.Count)
|
||||
{
|
||||
OutKind kind = _outgoing[consumed].kind;
|
||||
|
||||
if (kind == OutKind.Stamp)
|
||||
{
|
||||
if (!unlimited && sentStamps >= cap)
|
||||
break; // per-frame budget spent; carry the remainder (this stamp on) to next frame
|
||||
|
||||
int budget = unlimited ? int.MaxValue : (cap - sentStamps);
|
||||
int runEnd = consumed;
|
||||
while (runEnd < _outgoing.Count
|
||||
&& _outgoing[runEnd].kind == OutKind.Stamp
|
||||
&& (runEnd - consumed) < budget)
|
||||
runEnd++;
|
||||
|
||||
int take = runEnd - consumed;
|
||||
var batch = new PaintStampNet[take];
|
||||
for (int k = 0; k < take; k++)
|
||||
batch[k] = _outgoing[consumed + k].stamp;
|
||||
|
||||
int seq = ++_seq;
|
||||
_seqHorizon = seq;
|
||||
SubmitStampsServerRpc(seq, batch);
|
||||
sentStamps += take;
|
||||
consumed = runEnd;
|
||||
}
|
||||
else
|
||||
{
|
||||
int id = _outgoing[consumed].id;
|
||||
int seq = ++_seq;
|
||||
_seqHorizon = seq;
|
||||
if (kind == OutKind.Restore)
|
||||
{
|
||||
SubmitRestoreServerRpc(seq, id);
|
||||
LogSync($"sent RESTORE to checkpoint {id} (seq {seq})");
|
||||
}
|
||||
else
|
||||
{
|
||||
SubmitCheckpointServerRpc(seq, id);
|
||||
LogSync($"sent checkpoint {id} (seq {seq})");
|
||||
}
|
||||
consumed++;
|
||||
}
|
||||
}
|
||||
|
||||
if (consumed > 0)
|
||||
_outgoing.RemoveRange(0, consumed);
|
||||
|
||||
if (!unlimited && _outgoing.Count > 0)
|
||||
LogSync($"stamp cap ({cap}) reached; {_outgoing.Count} command(s) carried over to next frame");
|
||||
}
|
||||
|
||||
/// <summary>Returns this frame's stamps, uniformly decimated to maxStampsPerFrame if a fast stroke overran it.</summary>
|
||||
private PaintStampNet[] BuildBatch()
|
||||
{
|
||||
int count = _pending.Count;
|
||||
if (count <= maxStampsPerFrame)
|
||||
return _pending.ToArray();
|
||||
|
||||
var outp = new PaintStampNet[maxStampsPerFrame];
|
||||
for (int i = 0; i < maxStampsPerFrame; i++)
|
||||
outp[i] = _pending[(int)((long)i * count / maxStampsPerFrame)];
|
||||
return outp;
|
||||
}
|
||||
// ---- Stamp / checkpoint / restore commands (owner -> server -> remotes) ----
|
||||
|
||||
[ServerRpc]
|
||||
private void SubmitStampsServerRpc(int seq, PaintStampNet[] stamps) => ApplyStampsClientRpc(seq, stamps);
|
||||
|
||||
[ServerRpc]
|
||||
private void SubmitCheckpointServerRpc(int seq, int id) => ApplyCheckpointClientRpc(seq, id);
|
||||
|
||||
[ServerRpc]
|
||||
private void SubmitRestoreServerRpc(int seq, int id) => ApplyRestoreClientRpc(seq, id);
|
||||
|
||||
[ClientRpc]
|
||||
private void ApplyStampsClientRpc(int seq, PaintStampNet[] stamps)
|
||||
{
|
||||
@@ -162,8 +287,7 @@ public class PlayerPaintSync : NetworkBehaviour
|
||||
|
||||
if (_awaitingSnapshot)
|
||||
{
|
||||
// Defer until the baseline is applied; the cutoff sorts out which ones to keep.
|
||||
_bufferedBatches.Add((seq, stamps));
|
||||
_buffered.Add(new NetEvent { seq = seq, kind = NetKind.Stamps, stamps = stamps });
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -171,19 +295,115 @@ public class PlayerPaintSync : NetworkBehaviour
|
||||
_painter.ApplyNetworkStamp(stamps[i]);
|
||||
}
|
||||
|
||||
private void FlushBufferedBatches()
|
||||
[ClientRpc]
|
||||
private void ApplyCheckpointClientRpc(int seq, int id)
|
||||
{
|
||||
if (IsOwner || !_painter)
|
||||
return;
|
||||
|
||||
_seqHorizon = seq;
|
||||
|
||||
if (_awaitingSnapshot)
|
||||
{
|
||||
_buffered.Add(new NetEvent { seq = seq, kind = NetKind.Checkpoint, id = id });
|
||||
return;
|
||||
}
|
||||
|
||||
_painter.RemoteCommitCheckpoint(id);
|
||||
LogSync($"committed checkpoint {id} (seq {seq})");
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
private void ApplyRestoreClientRpc(int seq, int id)
|
||||
{
|
||||
if (IsOwner || !_painter)
|
||||
return;
|
||||
|
||||
_seqHorizon = seq;
|
||||
|
||||
if (_awaitingSnapshot)
|
||||
{
|
||||
_buffered.Add(new NetEvent { seq = seq, kind = NetKind.Restore, id = id });
|
||||
return;
|
||||
}
|
||||
|
||||
// Reproduce the undo/redo from this peer's own history; if it doesn't hold that checkpoint (an
|
||||
// undo past this peer's join point), fetch a fresh snapshot of the resulting state instead.
|
||||
if (_painter.RemoteRestoreTo(id))
|
||||
{
|
||||
LogSync($"reproduced RESTORE to checkpoint {id} (seq {seq})");
|
||||
}
|
||||
else
|
||||
{
|
||||
LogSync($"cannot reproduce checkpoint {id} (not in local history, seq {seq}) -> owner snapshot fallback");
|
||||
RequestSnapshotFallback();
|
||||
}
|
||||
}
|
||||
|
||||
private void FlushBuffered()
|
||||
{
|
||||
if (_painter)
|
||||
{
|
||||
for (int b = 0; b < _bufferedBatches.Count; b++)
|
||||
for (int b = 0; b < _buffered.Count; b++)
|
||||
{
|
||||
var (seq, stamps) = _bufferedBatches[b];
|
||||
if (seq <= _snapCapturedSeq) continue; // already inside the snapshot
|
||||
for (int i = 0; i < stamps.Length; i++)
|
||||
_painter.ApplyNetworkStamp(stamps[i]);
|
||||
var ev = _buffered[b];
|
||||
if (ev.seq <= _snapCapturedSeq) continue; // already inside the snapshot baseline
|
||||
|
||||
if (ev.kind == NetKind.Stamps)
|
||||
{
|
||||
for (int i = 0; i < ev.stamps.Length; i++)
|
||||
_painter.ApplyNetworkStamp(ev.stamps[i]);
|
||||
}
|
||||
else if (ev.kind == NetKind.Checkpoint)
|
||||
{
|
||||
_painter.RemoteCommitCheckpoint(ev.id);
|
||||
}
|
||||
else // Restore
|
||||
{
|
||||
if (!_painter.RemoteRestoreTo(ev.id))
|
||||
{
|
||||
// Can't reproduce -> the fresh snapshot we request next supersedes the rest.
|
||||
LogSync($"buffered RESTORE to checkpoint {ev.id} not reproducible -> owner snapshot fallback");
|
||||
_buffered.Clear();
|
||||
RequestSnapshotFallback();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
_bufferedBatches.Clear();
|
||||
_buffered.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A peer that can't reproduce a restore from its own history asks the OWNER - the only guaranteed
|
||||
/// correct source of the post-restore state - for a fresh snapshot, addressed back to just this peer.
|
||||
/// Works uniformly for a remote client and for the host's own replica (which can't snapshot itself);
|
||||
/// the previous host short-circuit silently dropped the heal and left the host diverged.
|
||||
/// </summary>
|
||||
private void RequestSnapshotFallback()
|
||||
{
|
||||
_awaitingSnapshot = true;
|
||||
RequestOwnerSnapshotRpc();
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Owner, InvokePermission = RpcInvokePermission.Everyone)]
|
||||
private void RequestOwnerSnapshotRpc(RpcParams p = default)
|
||||
{
|
||||
// Runs on the owner. Drain any carried-over commands first so the snapshot's cutoff covers them
|
||||
// (they would otherwise replay on top of a snapshot that already contains them), then capture the
|
||||
// authoritative current maps and ship them to just the requester.
|
||||
if (!_painter)
|
||||
return;
|
||||
|
||||
FlushOutgoing(unlimited: true);
|
||||
|
||||
if (!_painter.TryCaptureSnapshot(out byte[] data))
|
||||
return;
|
||||
|
||||
ulong requester = p.Receive.SenderClientId;
|
||||
int baselineId = _painter.CurrentCheckpointId;
|
||||
LogSync($"serving fallback snapshot to client {requester} (cutoff {_seq}, baseline {baselineId}, {data.Length} bytes)");
|
||||
StartCoroutine(UploadSnapshot(data, _seq, baselineId, broadcast: false, target: requester));
|
||||
}
|
||||
|
||||
// ---- Late-join snapshot transfer (server -> the one joining client) ----
|
||||
@@ -195,16 +415,19 @@ public class PlayerPaintSync : NetworkBehaviour
|
||||
return;
|
||||
|
||||
// Everything the captured maps already contain: the owner's send counter for our own avatar,
|
||||
// otherwise the last batch this server replica has applied.
|
||||
// otherwise the last message this server replica has applied. The maps represent the painter's
|
||||
// current history entry, so its checkpoint id tags the baseline the joiner adopts.
|
||||
int capturedSeq = IsOwner ? _seq : _seqHorizon;
|
||||
StartCoroutine(SendSnapshot(new[] { p.Receive.SenderClientId }, data, capturedSeq));
|
||||
int baselineId = _painter.CurrentCheckpointId;
|
||||
LogSync($"serving late-join snapshot to client {p.Receive.SenderClientId} (cutoff {capturedSeq}, baseline {baselineId}, {data.Length} bytes)");
|
||||
StartCoroutine(SendSnapshot(new[] { p.Receive.SenderClientId }, data, capturedSeq, baselineId));
|
||||
}
|
||||
|
||||
private IEnumerator SendSnapshot(ulong[] targets, byte[] data, int capturedSeq)
|
||||
private IEnumerator SendSnapshot(ulong[] targets, byte[] data, int capturedSeq, int baselineId)
|
||||
{
|
||||
var send = new ClientRpcParams { Send = new ClientRpcSendParams { TargetClientIds = targets } };
|
||||
|
||||
BeginSnapshotClientRpc(data.Length, capturedSeq, send);
|
||||
BeginSnapshotClientRpc(data.Length, capturedSeq, baselineId, send);
|
||||
|
||||
int sentThisFrame = 0;
|
||||
for (int off = 0; off < data.Length; off += snapshotChunkBytes)
|
||||
@@ -225,12 +448,14 @@ public class PlayerPaintSync : NetworkBehaviour
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
private void BeginSnapshotClientRpc(int totalBytes, int capturedSeq, ClientRpcParams p = default)
|
||||
private void BeginSnapshotClientRpc(int totalBytes, int capturedSeq, int baselineId, ClientRpcParams p = default)
|
||||
{
|
||||
_snapBuffer = new byte[totalBytes];
|
||||
_snapCapturedSeq = capturedSeq;
|
||||
_snapBaselineId = baselineId;
|
||||
_snapReadyToApply = false;
|
||||
_awaitingSnapshot = true;
|
||||
LogSync($"receiving snapshot ({totalBytes} bytes, cutoff {capturedSeq}, baseline {baselineId})");
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
@@ -252,14 +477,18 @@ public class PlayerPaintSync : NetworkBehaviour
|
||||
|
||||
// ---- Load re-sync (owner -> server -> every other peer) ----
|
||||
//
|
||||
// Loading a saved painting replaces the owner's whole map set at once (no stamps), so the live
|
||||
// stream cannot carry it. The owner captures a snapshot, uploads it to the server chunked (same
|
||||
// throttling as the download), and the server re-broadcasts it to every other peer through the
|
||||
// existing snapshot client RPCs - including the host's own replica via its client-id target. A
|
||||
// cutoff sequence drops any in-flight/buffered stamps already superseded by the loaded baseline.
|
||||
// Loading a saved painting replaces the owner's whole map set at once (no stamps) and clears its undo
|
||||
// history, so the live stream cannot carry it. The owner captures a snapshot, uploads it to the server
|
||||
// chunked (same throttling as the download), and the server re-broadcasts it to every other peer
|
||||
// through the existing snapshot client RPCs - including the host's own replica via its client-id
|
||||
// target. The snapshot's baseline id makes every peer reset its history to the loaded baseline too. A
|
||||
// cutoff sequence drops any in-flight/buffered events already superseded by the loaded baseline.
|
||||
|
||||
private byte[] _uploadBuffer; // server-side reassembly of the owner's uploaded snapshot
|
||||
private int _uploadCutoff;
|
||||
private int _uploadBaselineId;
|
||||
private bool _uploadBroadcast; // true = fan out to every peer but the owner (load); false = single target
|
||||
private ulong _uploadTarget; // the single requester when !_uploadBroadcast (fallback heal)
|
||||
|
||||
/// <summary>Owner-only: broadcast the just-loaded painting to all other peers. No-op offline / single-player.</summary>
|
||||
public void BroadcastLoadedPaint()
|
||||
@@ -267,14 +496,20 @@ public class PlayerPaintSync : NetworkBehaviour
|
||||
if (!IsSpawned || !IsOwner || !_painter) return;
|
||||
if (!_painter.TryCaptureSnapshot(out byte[] data)) return;
|
||||
|
||||
int cutoff = ++_seq; // every stamp up to here is now superseded by the loaded baseline
|
||||
// The loaded baseline replaces the whole painting and clears history, so any still-queued local
|
||||
// stamps/checkpoints from before the load are stale - drop them rather than stream them on top.
|
||||
_outgoing.Clear();
|
||||
|
||||
int cutoff = ++_seq; // every event up to here is now superseded by the loaded baseline
|
||||
_seqHorizon = cutoff;
|
||||
StartCoroutine(UploadSnapshot(data, cutoff));
|
||||
int baselineId = _painter.CurrentCheckpointId; // the load's fresh baseline id
|
||||
LogSync($"broadcasting loaded painting to all peers (cutoff {cutoff}, baseline {baselineId}, {data.Length} bytes)");
|
||||
StartCoroutine(UploadSnapshot(data, cutoff, baselineId, broadcast: true, target: 0));
|
||||
}
|
||||
|
||||
private IEnumerator UploadSnapshot(byte[] data, int cutoff)
|
||||
private IEnumerator UploadSnapshot(byte[] data, int cutoff, int baselineId, bool broadcast, ulong target)
|
||||
{
|
||||
BeginUploadServerRpc(data.Length, cutoff);
|
||||
BeginUploadServerRpc(data.Length, cutoff, baselineId, broadcast, target);
|
||||
|
||||
int sentThisFrame = 0;
|
||||
for (int off = 0; off < data.Length; off += snapshotChunkBytes)
|
||||
@@ -295,10 +530,13 @@ public class PlayerPaintSync : NetworkBehaviour
|
||||
}
|
||||
|
||||
[ServerRpc]
|
||||
private void BeginUploadServerRpc(int totalBytes, int cutoff)
|
||||
private void BeginUploadServerRpc(int totalBytes, int cutoff, int baselineId, bool broadcast, ulong target)
|
||||
{
|
||||
_uploadBuffer = totalBytes > 0 ? new byte[totalBytes] : null;
|
||||
_uploadCutoff = cutoff;
|
||||
_uploadBaselineId = baselineId;
|
||||
_uploadBroadcast = broadcast;
|
||||
_uploadTarget = target;
|
||||
}
|
||||
|
||||
[ServerRpc]
|
||||
@@ -314,11 +552,12 @@ public class PlayerPaintSync : NetworkBehaviour
|
||||
{
|
||||
if (_uploadBuffer == null) return;
|
||||
|
||||
// Fan out to every connected peer except the owner (who already loaded it locally). The host,
|
||||
// when it is not the owner, is included by its client id and applies it like any other remote.
|
||||
ulong[] targets = OtherClientIds(OwnerClientId);
|
||||
// Load broadcast: fan out to every connected peer except the owner (who already loaded it
|
||||
// locally). Fallback heal: send only to the single requester. The host, when it is not the owner,
|
||||
// is included by its client id and applies it like any other remote.
|
||||
ulong[] targets = _uploadBroadcast ? OtherClientIds(OwnerClientId) : new[] { _uploadTarget };
|
||||
if (targets.Length > 0)
|
||||
StartCoroutine(SendSnapshot(targets, _uploadBuffer, _uploadCutoff));
|
||||
StartCoroutine(SendSnapshot(targets, _uploadBuffer, _uploadCutoff, _uploadBaselineId));
|
||||
|
||||
_uploadBuffer = null;
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user