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>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-27 20:19:36 +02:00
1 parent ee482905f9
commit 301f7e64cb
8 files changed
+619 -78

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+5 -5
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@@ -3527,7 +3527,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_SizeDelta: {x: 100, y: 0}
m_Pivot: {x: 0.5, y: 1}
--- !u!114 &6115439559885354559
MonoBehaviour:
@@ -3542,10 +3542,10 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.VerticalLayoutGroup
m_Padding:
m_Left: 6
m_Right: 6
m_Top: 6
m_Bottom: 6
m_Left: 4
m_Right: 4
m_Top: 4
m_Bottom: 4
m_ChildAlignment: 0
m_Spacing: 3
m_ChildForceExpandWidth: 1
+13
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@@ -35,6 +35,19 @@ public partial class MeshPainter
Debug.Log($"[MeshPainter] Backend switched -> {(toGpu ? "GPU" : "CPU")} painting.", this);
}
/// <summary>
/// Tears down the active backend and rebuilds it from externally supplied canonical maps (load /
/// late-join snapshot / undo). Runs the island/dilation seeding path so edge padding is rebuilt for
/// the new content. The input arrays are never mutated (SetupBackend clones its seed).
/// </summary>
private void ReseedCanonical(Color32[][] canonical)
{
if (_gpuActive) TeardownGpu();
else TeardownCpu();
SetupBackend(useGpu, canonical);
_hasLastScreen = false;
}
/// <summary>Reads a map from the active backend into canonical (material) layout.</summary>
private Color32[] ReadCanonical(int mi)
{
+12 -6
View File
@@ -155,6 +155,10 @@ public partial class MeshPainter
PaintStamp3D(s.P, s.R, s.U, s.V, s.N);
EndCpuStroke();
}
// Accumulate this peer's stroke dirty mask so a network checkpoint marker can commit the same
// history entry as the owner (same stamps -> same touched maps -> COW-aligned with the owner).
MarkStrokePainted();
}
// --- Late-join snapshot: the whole painted state as a compressed blob ---
@@ -210,8 +214,12 @@ public partial class MeshPainter
return true;
}
/// <summary>Decompresses a snapshot and re-seeds the active backend with it. Caller must ensure IsPaintReady.</summary>
public void ApplyPaintSnapshot(byte[] compressed)
/// <summary>
/// Decompresses a snapshot, re-seeds the active backend with it, and makes it this peer's sole history
/// baseline under the authority's <paramref name="baselineId"/> (so subsequent checkpoint/restore
/// commands line up). Caller must ensure IsPaintReady.
/// </summary>
public void ApplyPaintSnapshot(byte[] compressed, int baselineId)
{
if (!_setupValid || compressed == null || compressed.Length == 0) return;
@@ -226,10 +234,8 @@ public partial class MeshPainter
// Re-seed exactly like SwitchBackend, but with externally supplied maps, so the island/dilation
// seeding path runs and the edge padding is rebuilt correctly for the loaded content.
if (_gpuActive) TeardownGpu();
else TeardownCpu();
SetupBackend(useGpu, canonical);
_hasLastScreen = false;
ReseedCanonical(canonical);
SetHistoryBaseline(canonical, baselineId);
}
private Color32[][] DecodeSnapshot(byte[] compressed)
+5 -4
View File
@@ -121,10 +121,11 @@ public partial class MeshPainter
// Re-seed exactly like SwitchBackend / ApplyPaintSnapshot, so the island/dilation seeding path
// runs and the edge padding is rebuilt correctly for the loaded content.
if (_gpuActive) TeardownGpu();
else TeardownCpu();
SetupBackend(useGpu, canonical);
_hasLastScreen = false;
ReseedCanonical(canonical);
// A load replaces the whole painting and is NOT undoable: the loaded maps become the new history
// baseline, clearing any prior undo/redo. Peers reset to the same baseline via the load broadcast.
ResetHistoryToCurrent(canonical);
return true;
}
+264
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@@ -0,0 +1,264 @@
using System.Collections.Generic;
using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
public partial class MeshPainter
{
// --- Undo / redo: per-stroke history of the canonical maps, mirrored on every peer ---
//
// One stroke (mouse-down -> mouse-up) = one undo step. Each entry is the full canonical map set AFTER
// that edit, restored by re-seeding the backend (same path as load / late-join snapshot). The baseline
// at index 0 is the material seed (or a loaded / snapshotted baseline).
//
// Networked design: every replica keeps the SAME history, so undo/redo replicates as a tiny command
// instead of re-broadcasting the whole painting. The owner assigns each committed stroke a monotonic
// CHECKPOINT ID; remotes replay the same stamps and capture history at the same boundaries (driven by a
// network checkpoint marker) under the owner's id. Undo/redo carries the TARGET id; a peer that holds
// that id restores locally, a peer that doesn't (a late joiner asked to undo past its join) falls back
// to a snapshot. PlayerPaintSync drives all of this through OnHistoryCheckpoint / OnHistoryRestore.
//
// Memory: consecutive states differ only in the maps a stroke actually painted, so unchanged maps are
// shared by reference with the previous entry (copy-on-write). This is safe because both backends
// CLONE their seed input (SeedCpuPixels / SeedGpuMap) and ReadCanonical returns fresh arrays - nothing
// ever writes back into a stored state array.
[Header("Undo")]
[Tooltip("Maximum number of undoable edits kept in memory (strokes + loads). Older edits drop off; " +
"the oldest kept state is the undo floor. Higher = more undo depth but more memory (only the " +
"maps a stroke changed are stored per step).")]
[Min(1)]
public int maxUndoSteps = 20;
/// <summary>
/// Fires on the owner when a stroke is committed as a new history entry, carrying its checkpoint id.
/// PlayerPaintSync forwards a marker so every remote captures the same entry under the same id. No
/// subscriber = no-op (single-player).
/// </summary>
public event System.Action<int> OnHistoryCheckpoint;
/// <summary>
/// Fires on the owner when the painting is restored to a history entry (undo / redo), carrying that
/// entry's checkpoint id. PlayerPaintSync forwards the id so peers reproduce the move locally (or fetch
/// a snapshot if they lack that id). No subscriber = no-op (single-player).
/// </summary>
public event System.Action<int> OnHistoryRestore;
private List<Color32[][]> _undoStates; // index 0 = oldest kept state; null until InitUndoHistory ran
private List<int> _undoIds; // parallel checkpoint id per state (owner-assigned, peer-shared)
private int _undoIndex; // the state the painter currently shows
private int _nextCheckpointId; // owner: next id to assign; remotes set ids from the network
private bool _strokeActive; // a stroke has painted >=1 stamp and is not yet committed to history
private int _strokeDirtyMaps; // bitmask of map indices touched by the current stroke
/// <summary>The checkpoint id of the state currently shown. Used as the baseline tag when snapshotting.</summary>
public int CurrentCheckpointId =>
(_undoIds != null && _undoIndex >= 0 && _undoIndex < _undoIds.Count) ? _undoIds[_undoIndex] : 0;
/// <summary>Seeds the history with the material baseline (id 0). Called once after the backend is set up.</summary>
private void InitUndoHistory()
{
if (_seedCanonical == null) return;
SetSingleBaseline(_seedCanonical, 0);
_nextCheckpointId = 1;
}
/// <summary>
/// Rebuilds the whole history to a single baseline entry holding <paramref name="maps"/> (per-map null
/// falls back to the live backend), tagged <paramref name="id"/>. Clears all undo/redo. Used by the
/// material seed, a load (owner) and an applied snapshot (remote). Takes ownership of the passed arrays.
/// </summary>
private void SetSingleBaseline(Color32[][] maps, int id)
{
if (_undoStates == null) _undoStates = new List<Color32[][]>(Mathf.Max(2, maxUndoSteps + 1));
if (_undoIds == null) _undoIds = new List<int>(Mathf.Max(2, maxUndoSteps + 1));
_undoStates.Clear();
_undoIds.Clear();
int n = textureSize * textureSize;
var baseline = new Color32[MAP_COUNT][];
for (int mi = 0; mi < MAP_COUNT; mi++)
{
var s = (maps != null) ? maps[mi] : null;
baseline[mi] = (s != null && s.Length == n) ? s : ReadCanonical(mi);
}
_undoStates.Add(baseline);
_undoIds.Add(id);
_undoIndex = 0;
_strokeActive = false;
_strokeDirtyMaps = 0;
}
/// <summary>Owner-only: replace the whole history with the current maps as the sole baseline (used by load).</summary>
private int ResetHistoryToCurrent(Color32[][] maps)
{
int id = _nextCheckpointId++;
SetSingleBaseline(maps, id);
return id;
}
/// <summary>Remote-only: make the just-applied snapshot maps the sole history baseline under the authority's id.</summary>
public void SetHistoryBaseline(Color32[][] maps, int baselineId)
{
if (!_setupValid) return;
SetSingleBaseline(maps, baselineId);
}
/// <summary>Marks that the current stroke painted a stamp (called per committed stamp, local or replicated).</summary>
private void MarkStrokePainted()
{
_strokeActive = true;
if (paintAlbedo) _strokeDirtyMaps |= 1 << MAP_ALBEDO;
if (paintMetallicSmoothness || paintOcclusion) _strokeDirtyMaps |= 1 << MAP_MSO;
if (paintEmission) _strokeDirtyMaps |= 1 << MAP_EM;
}
/// <summary>
/// Owner: commits an in-progress stroke as one undo step and announces its checkpoint id (no-op if
/// nothing was painted). Remotes use RemoteCommitCheckpoint instead.
/// </summary>
private void EndStrokeIfActive()
{
if (!_strokeActive) return;
// Stroke held but nothing actually painted (no active channel / no stamp landed): drop it without
// consuming a checkpoint id, so the owner only ever announces ids it really holds an entry for.
if (_strokeDirtyMaps == 0)
{
_strokeActive = false;
return;
}
int id = _nextCheckpointId++;
CaptureUndoState(_strokeDirtyMaps, id);
_strokeActive = false;
_strokeDirtyMaps = 0;
OnHistoryCheckpoint?.Invoke(id);
}
/// <summary>
/// Remote: commits the stamps replayed since the last checkpoint as one undo step under the owner's id,
/// keeping this peer's history in lockstep. Always records the id - even if (rarely) no stamp landed
/// here for the stroke - so every replica's history stays 1:1 aligned with the owner's and a later
/// undo/redo to this id reproduces locally instead of forcing a snapshot fallback.
/// </summary>
public void RemoteCommitCheckpoint(int id)
{
if (!_setupValid) return;
CaptureUndoState(_strokeDirtyMaps, id, forceEntry: true);
_strokeActive = false;
_strokeDirtyMaps = 0;
}
/// <summary>
/// Snapshots the current maps as a new history entry under <paramref name="id"/>, dropping any redo
/// branch. With <paramref name="forceEntry"/> an entry is added even when nothing changed (it then
/// shares every map with the previous entry via COW) - used by remote checkpoints to keep ids aligned.
/// </summary>
private void CaptureUndoState(int dirtyMaps, int id, bool forceEntry = false)
{
if (_undoStates == null) return;
if (dirtyMaps == 0 && !forceEntry) return;
// A fresh edit invalidates everything ahead of the cursor (the redo branch).
if (_undoIndex < _undoStates.Count - 1)
{
int from = _undoIndex + 1;
int n = _undoStates.Count - from;
_undoStates.RemoveRange(from, n);
_undoIds.RemoveRange(from, n);
}
Color32[][] prev = _undoStates[_undoIndex];
var state = new Color32[MAP_COUNT][];
for (int mi = 0; mi < MAP_COUNT; mi++)
{
bool changed = (dirtyMaps & (1 << mi)) != 0;
state[mi] = changed ? ReadCanonical(mi) : prev[mi]; // COW: share maps the stroke didn't touch
}
_undoStates.Add(state);
_undoIds.Add(id);
_undoIndex = _undoStates.Count - 1;
// Bound memory: keep at most maxUndoSteps edits beyond the oldest kept state.
int maxEntries = Mathf.Max(1, maxUndoSteps) + 1;
while (_undoStates.Count > maxEntries)
{
_undoStates.RemoveAt(0);
_undoIds.RemoveAt(0);
_undoIndex--;
}
}
/// <summary>Owner: steps back one edit and announces the restore. Returns false if already at the floor.</summary>
public bool Undo()
{
if (_undoStates == null || _undoIndex <= 0) return false;
_undoIndex--;
RestoreCurrentState();
return true;
}
/// <summary>Owner: steps forward one edit (after an undo). Returns false if already at the newest state.</summary>
public bool Redo()
{
if (_undoStates == null || _undoIndex >= _undoStates.Count - 1) return false;
_undoIndex++;
RestoreCurrentState();
return true;
}
private void RestoreCurrentState()
{
ReseedCanonical(_undoStates[_undoIndex]);
_strokeActive = false;
_strokeDirtyMaps = 0;
OnHistoryRestore?.Invoke(_undoIds[_undoIndex]); // owner -> peers reproduce the move by id
}
/// <summary>
/// Remote: restores to the history entry tagged <paramref name="id"/>. Returns false (and does nothing)
/// if this peer doesn't hold that id - the caller then falls back to fetching a snapshot.
/// </summary>
public bool RemoteRestoreTo(int id)
{
if (_undoStates == null || _undoIds == null) return false;
int idx = _undoIds.IndexOf(id);
if (idx < 0) return false;
_undoIndex = idx;
ReseedCanonical(_undoStates[idx]);
_strokeActive = false;
_strokeDirtyMaps = 0;
return true;
}
/// <summary>Reads Ctrl+Z / Ctrl+Y this frame. Modifier-gated so plain Z/Y never trigger it.</summary>
private void GetUndoRedoInput(out bool undo, out bool redo)
{
undo = false;
redo = false;
#if ENABLE_INPUT_SYSTEM
var kb = Keyboard.current;
if (kb != null)
{
if (kb.leftCtrlKey.isPressed || kb.rightCtrlKey.isPressed)
{
undo = kb.zKey.wasPressedThisFrame;
redo = kb.yKey.wasPressedThisFrame;
}
return;
}
#endif
#if ENABLE_LEGACY_INPUT_MANAGER
if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
{
undo = Input.GetKeyDown(KeyCode.Z);
redo = Input.GetKeyDown(KeyCode.Y);
}
#endif
}
}
+2
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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9d7335962dd88b844bdaac92a7cb8d85
+16
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@@ -303,6 +303,7 @@ public partial class MeshPainter : MonoBehaviour
// HUD library (MeshPainter.Persistence), never auto-loaded on start.
SetupBackend(useGpu, _seedCanonical);
ConfigureMaterialPbr();
InitUndoHistory(); // baseline = material seed, captured before any stroke
EnsureProceduralMask();
ResolveActiveMask();
@@ -592,10 +593,22 @@ public partial class MeshPainter : MonoBehaviour
// Painting disabled by the game mode (e.g. player-control mode): do nothing.
if (!PaintingEnabled)
{
EndStrokeIfActive(); // finalize an in-progress stroke if the mode was left mid-paint
_hasLastScreen = false;
return;
}
// Undo / redo (Ctrl+Z / Ctrl+Y): only here, since PaintingEnabled is true only on the local
// owner in paint mode. Commit any in-progress stroke first so it becomes its own history step.
GetUndoRedoInput(out bool wantUndo, out bool wantRedo);
if (wantUndo || wantRedo)
{
EndStrokeIfActive();
if (wantUndo) Undo();
else Redo();
return;
}
if (updateColliderEveryFrame && _skinned)
{
BakeColliderMesh();
@@ -617,6 +630,7 @@ public partial class MeshPainter : MonoBehaviour
// entirely (no painting, no brush preview ring while active).
if (pipette)
{
EndStrokeIfActive(); // switching to the eyedropper ends any active stroke
if (pressed)
{
if (!_pickHeld) PickAtScreen(screenPos);
@@ -635,6 +649,7 @@ public partial class MeshPainter : MonoBehaviour
if (!pressed)
{
EndStrokeIfActive(); // mouse released -> commit the stroke as one undo step
_hasLastScreen = false;
return;
}
@@ -717,6 +732,7 @@ public partial class MeshPainter : MonoBehaviour
else PaintStamp3D(pLocal, radiusLocal, u, v, nLocal);
EmitStamp(pLocal, radiusLocal, u, v, nLocal);
MarkStrokePainted(); // a stamp landed -> this stroke is undoable
}
/// <summary>
+302 -63
View File
@@ -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;
}