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

No files matched your search

+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)