Add late-joiner paint snapshot sync over chunked transfer
Send the accumulated paint maps as a one-time compressed baseline to clients that join after painting has happened, instead of streaming raw pixels. - MeshPainter.Net.cs: TryCaptureSnapshot reads the canonical maps via ReadCanonical and Deflate-compresses them; ApplyPaintSnapshot inflates and re-seeds the backend through the same island/dilation path as SwitchBackend; IsPaintReady gate. - PlayerPaintSync.cs: tag late-join transfer and live stamps with sequence numbers. Joiner requests the snapshot on spawn; server chunks and throttles it (1200 B/chunk, 8 chunks/frame) to stay under the 6144-byte payload cap and the reliable window. Joiner buffers live stamps during transfer and replays only those with seq > capturedSeq, so no stroke is lost or applied twice across the join window. Disable persistence on network-driven remotes to avoid shared-save-key clobber. Also resets the dynamic TMP font atlas glyph table (editor artifact, unrelated to networking). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -1,3 +1,5 @@
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using System.IO;
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using System.IO.Compression;
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using Unity.Netcode;
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using UnityEngine;
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@@ -154,4 +156,133 @@ public partial class MeshPainter
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EndCpuStroke();
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}
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}
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// --- Late-join snapshot: the whole painted state as a compressed blob ---
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//
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// Live stamps only reach peers connected at paint time; a late joiner needs the accumulated
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// result as a baseline. Instead of streaming 12 MB of raw maps, we dump the canonical maps once
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// and Deflate them (paint is largely flat -> compresses well), then PlayerPaintSync chunks the
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// blob over the network to the single joining client and re-seeds their painter with it.
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private const uint SnapshotMagic = 0x50414e53; // 'SNAP' little-endian
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private const int SnapshotVersion = 1;
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/// <summary>True once Start() has built the backend, so capture/apply are safe.</summary>
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public bool IsPaintReady => _setupValid;
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/// <summary>
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/// Serializes every paint map (canonical layout) and Deflate-compresses the result. Returns false
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/// if the painter is not set up yet. Run on the authority that holds the up-to-date maps.
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/// </summary>
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public bool TryCaptureSnapshot(out byte[] compressed)
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{
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compressed = null;
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if (!_setupValid) return false;
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int n = textureSize * textureSize;
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using (var raw = new MemoryStream(16 + n * 4 * MAP_COUNT))
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{
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using (var w = new BinaryWriter(raw, System.Text.Encoding.UTF8, leaveOpen: true))
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{
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w.Write(SnapshotMagic);
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w.Write(SnapshotVersion);
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w.Write(textureSize);
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w.Write(MAP_COUNT);
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var bytes = new byte[n * 4];
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for (int mi = 0; mi < MAP_COUNT; mi++)
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{
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Color32[] px = ReadCanonical(mi);
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int count = Mathf.Min(n, px.Length);
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for (int i = 0; i < count; i++)
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{
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int o = i * 4;
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bytes[o] = px[i].r;
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bytes[o + 1] = px[i].g;
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bytes[o + 2] = px[i].b;
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bytes[o + 3] = px[i].a;
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}
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w.Write(bytes, 0, count * 4);
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}
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}
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compressed = Deflate(raw.ToArray());
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}
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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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{
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if (!_setupValid || compressed == null || compressed.Length == 0) return;
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Color32[][] canonical;
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try { canonical = DecodeSnapshot(compressed); }
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catch (System.Exception e)
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{
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Debug.LogWarning($"[MeshPainter] Paint snapshot decode failed: {e.Message}", this);
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return;
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}
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if (canonical == null) return;
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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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}
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private Color32[][] DecodeSnapshot(byte[] compressed)
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{
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byte[] raw = Inflate(compressed);
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using (var ms = new MemoryStream(raw))
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using (var r = new BinaryReader(ms))
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{
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if (r.ReadUInt32() != SnapshotMagic) return null;
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int ver = r.ReadInt32();
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int size = r.ReadInt32();
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int maps = r.ReadInt32();
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// Resolution / version mismatch: ignore rather than smear; the painter keeps its state.
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if (ver != SnapshotVersion || size != textureSize) return null;
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int n = textureSize * textureSize;
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var result = new Color32[MAP_COUNT][];
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int load = Mathf.Min(maps, MAP_COUNT);
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for (int mi = 0; mi < load; mi++)
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{
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byte[] b = r.ReadBytes(n * 4);
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if (b.Length != n * 4) break; // truncated -> remaining maps stay at the material seed
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var px = new Color32[n];
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for (int i = 0; i < n; i++)
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{
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int o = i * 4;
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px[i] = new Color32(b[o], b[o + 1], b[o + 2], b[o + 3]);
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}
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result[mi] = px;
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}
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return result;
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}
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}
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private static byte[] Deflate(byte[] data)
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{
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using (var outp = new MemoryStream())
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{
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using (var ds = new DeflateStream(outp, System.IO.Compression.CompressionLevel.Fastest, leaveOpen: true))
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ds.Write(data, 0, data.Length);
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return outp.ToArray();
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}
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}
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private static byte[] Inflate(byte[] data)
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{
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using (var inp = new MemoryStream(data))
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using (var ds = new DeflateStream(inp, CompressionMode.Decompress))
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using (var outp = new MemoryStream())
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{
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ds.CopyTo(outp);
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return outp.ToArray();
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}
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}
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}
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