Reorganize scripts into subfolders by responsibility

Move scripts under Assets/Scripts/ into Components, GameMode, Helper,
Network, Enum, Struct and ScriptableObject folders. Pure file moves
(plus folder .meta files); no code changes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-07-02 15:02:15 +02:00
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using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
/// <summary>
/// Replicates mesh painting across the network as brush-stamp COMMANDS (tens of bytes each), not
/// pixels: the owner batches each frame's committed stamps and forwards them; remote avatars replay
/// them through their own painter onto the identical mesh/UVs - live painting without streaming maps.
///
/// Undo/redo replicates as commands too: every replica keeps the SAME per-stroke history (see
/// MeshPainter.Undo), so the owner forwards per-stroke CHECKPOINT markers and undo/redo RESTORE ids.
/// A peer that lacks the target id (undo past its join point) heals by pulling a fresh snapshot from
/// the OWNER - the only guaranteed-correct source. Stamps are capped per frame with the overflow
/// carried over (never dropped), and markers never overtake the stamps they finalize, so histories
/// stay aligned and the heal path stays rare.
///
/// Late join: on spawn the client pulls a compressed snapshot from the server (chunked, throttled),
/// buffers live events during the transfer, and afterwards replays only those newer than the
/// snapshot's cutoff sequence - nothing lost or double-applied across the join window.
///
/// Respawn carry: a scene switch despawns the avatar, which would otherwise respawn blank. The owner
/// parks a snapshot on the persistent MatchManager; the replacement avatar loads and rebroadcasts it
/// (the manual-load path). The carry-broadcast and the replica's own late-join request can overlap, so
/// transfers are id-tagged and cutoff-ordered - they never mix buffers or regress to older state.
///
/// Emission intensity is NOT baked into the maps (a global material multiplier), so it rides its own
/// owner-authoritative NetworkVariable instead of the stamp/snapshot path.
/// </summary>
[DisallowMultipleComponent]
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 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;
[Tooltip("Snapshot chunks sent per frame. Throttled so the burst stays under the reliable window " +
"(~32 in-flight) while live stamps keep flowing.")]
[SerializeField] private int snapshotChunksPerFrame = 8;
private MeshPainter _painter;
// 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 - a per-player material value, not part of the painted maps.
// The remote applies it to its painter; RefreshEmissionColor pushes it to the material per frame.
private readonly NetworkVariable<float> _emissionIntensity =
new(1f, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
// Per-player camo knobs on the PlayerCamoLit material (x = HalfLambert, y = its brightness,
// z = specular dampen) - material values like emission intensity, applied once the remote painter
// is ready and on every change. The default mirrors Player.mat's authored camo so the brief
// pre-publish spawn frame shows no flash.
private readonly NetworkVariable<Vector3> _camo =
new(new Vector3(0.5f, 0f, 0.1f), NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
private bool _camoApplyPending; // remote: apply _camo.Value to the material once IsReady / on change
// Painted-height knobs (x = occlusion AO threshold, y = relief normal intensity, z = parallax
// intensity). Same treatment as the camo knobs; the default mirrors the shader defaults.
private readonly NetworkVariable<Vector3> _height =
new(new Vector3(0.2f, 1.4f, 1f), NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
private bool _heightApplyPending; // remote: apply _height.Value to the material once IsReady / on change
// 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-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; // 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<NetEvent> _buffered = new List<NetEvent>();
// A scene-switch respawn delivers TWO snapshots at once (the replica's late-join request AND the
// owner's carry broadcast); without isolation they'd share one reassembly buffer and decode a mixed
// blob. Each transfer carries a unique id; only the active one fills the buffer and applies.
private int _activeXferId;
// Highest snapshot cutoff accepted so far: an OLDER transfer is dropped (a late blank late-join must
// not overwrite the newer carry); EQUAL is accepted so the owner-snapshot heal path still works.
private int _acceptedCutoffFloor = int.MinValue;
// Owner-only: painting carried over from the just-despawned avatar (taken from MatchManager on
// spawn), applied in LateUpdate once this fresh painter is ready. Null = nothing to carry.
private byte[] _pendingCarry;
private void Awake() => _painter = GetComponentInChildren<MeshPainter>(true);
public override void OnNetworkSpawn()
{
if (!_painter)
return;
if (IsOwner)
{
_painter.OnStampCommitted += OnStampCommitted;
_painter.OnHistoryCheckpoint += OnLocalCheckpoint;
_painter.OnHistoryRestore += OnLocalRestore;
if (MatchManager.Instance) _pendingCarry = MatchManager.Instance.TakeCarriedPaint();
}
else
{
// Remote replica: never paint from this machine's mouse; paint only from replicated data.
_painter.PaintingEnabled = false;
// Track the owner's emission intensity; seed the current (late-join) value right away.
_emissionIntensity.OnValueChanged += OnEmissionChanged;
_painter.emissionIntensity = _emissionIntensity.Value;
// Deferred to LateUpdate - the camo setters are a no-op before the painter's Start builds
// the material instance.
_camo.OnValueChanged += OnCamoChanged;
_camoApplyPending = true;
// Same deferred apply for the painted-height knobs.
_height.OnValueChanged += OnHeightChanged;
_heightApplyPending = true;
// The host's replica already holds the full paint via the live stream; only a genuine
// late joiner needs the baseline pulled over.
if (!IsServer)
{
_awaitingSnapshot = true;
if (logSync) LogSync("late joiner: requesting baseline snapshot");
RequestSnapshotRpc();
}
}
}
public override void OnNetworkDespawn()
{
if (_painter && IsOwner)
{
// Park the painting for the avatar the scene switch spawns next. Captured here, the latest
// possible point, so last-second strokes are included (a real disconnect clears the copy).
if (MatchManager.Instance && _painter.TryCaptureSnapshot(out byte[] snap))
MatchManager.Instance.StoreCarriedPaint(snap);
_painter.OnStampCommitted -= OnStampCommitted;
_painter.OnHistoryCheckpoint -= OnLocalCheckpoint;
_painter.OnHistoryRestore -= OnLocalRestore;
}
_emissionIntensity.OnValueChanged -= OnEmissionChanged;
_camo.OnValueChanged -= OnCamoChanged;
_height.OnValueChanged -= OnHeightChanged;
}
// 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 $"[PaintSync c{id} {role}]";
}
}
// Call sites are guarded with `if (logSync)` so the interpolated message string is never
// built when logging is off (some sites run per frame while stamps are flushing).
private void LogSync(string msg)
{
if (logSync) Debug.Log($"{SyncTag} {msg}", this);
}
private void OnEmissionChanged(float previous, float current)
{
if (_painter) _painter.emissionIntensity = current;
}
// Apply on the next LateUpdate once the material is ready (the camo setters are a no-op before that,
// and on a fresh spawn the OnValueChanged may arrive before the painter's Start has built the instance).
private void OnCamoChanged(Vector3 previous, Vector3 current) => _camoApplyPending = true;
private void OnHeightChanged(Vector3 previous, Vector3 current) => _heightApplyPending = true;
// ---- Live stamp stream (owner -> server -> remotes) ----
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 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, _snapBaselineId);
if (logSync) LogSync($"applied snapshot baseline {_snapBaselineId}; replaying buffered events");
FlushBuffered();
_snapBuffer = null;
_awaitingSnapshot = false;
}
// Remote replica: apply the owner's camo once the material exists / on change (the owner drives
// its own material via HUD + persistence).
if (!IsOwner && _camoApplyPending && _painter && _painter.IsReady)
{
_painter.CamoKnobs = _camo.Value;
_camoApplyPending = false;
}
// Remote replica: apply the owner's painted-height knobs once the material exists / on change.
if (!IsOwner && _heightApplyPending && _painter && _painter.IsReady)
{
_painter.HeightKnobs = _height.Value;
_heightApplyPending = false;
}
if (!IsOwner)
return;
// Restore a carried-over painting once the painter is ready, then propagate it like a manual
// load. One-shot: cleared whether or not it took, so a failed carry never retries every frame.
if (_pendingCarry != null && _painter && _painter.IsPaintReady)
{
byte[] carry = _pendingCarry;
_pendingCarry = null;
if (_painter.LoadPaintFromSnapshot(carry))
{
if (logSync) LogSync($"carried painting onto respawned avatar ({carry.Length} bytes); rebroadcasting to peers");
BroadcastLoadedPaint();
}
}
// Delta-only publish: the NetworkVariable dirties only on an actual change.
if (_painter && _emissionIntensity.Value != _painter.emissionIntensity)
_emissionIntensity.Value = _painter.emissionIntensity;
// Camo/height publish, delta-only and gated on IsReady so the pre-Start 0-read is never
// published (it would briefly flatten remotes' lighting until the real value lands).
if (_painter && _painter.IsReady)
{
Vector3 camo = _painter.CamoKnobs;
if (_camo.Value != camo)
_camo.Value = camo;
Vector3 height = _painter.HeightKnobs;
if (_height.Value != height)
_height.Value = height;
}
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 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);
if (logSync) LogSync($"sent RESTORE to checkpoint {id} (seq {seq})");
}
else
{
SubmitCheckpointServerRpc(seq, id);
if (logSync) LogSync($"sent checkpoint {id} (seq {seq})");
}
consumed++;
}
}
if (consumed > 0)
_outgoing.RemoveRange(0, consumed);
if (!unlimited && _outgoing.Count > 0)
if (logSync) LogSync($"stamp cap ({cap}) reached; {_outgoing.Count} command(s) carried over to next frame");
}
// ---- Stamp / checkpoint / restore commands (owner -> server -> remotes) ----
[ServerRpc]
private void SubmitStampsServerRpc(int seq, PaintStampNet[] stamps) => ApplyStampsClientRpc(seq, stamps);
[ServerRpc]
private void SubmitCheckpointServerRpc(int seq, int id) => ApplyCheckpointClientRpc(seq, id);
[ServerRpc]
private void SubmitRestoreServerRpc(int seq, int id) => ApplyRestoreClientRpc(seq, id);
/// <summary>
/// Common gate for the replicated commands: the owner already applied them locally, so only remotes
/// (incl. the host's replica) proceed; during a snapshot transfer the event is buffered instead.
/// Returns true when the caller should apply the event live.
/// </summary>
private bool GateRemoteEvent(NetEvent ev)
{
if (IsOwner || !_painter)
return false;
_seqHorizon = ev.seq; // server replica tracks this as the snapshot cutoff source
if (_awaitingSnapshot)
{
_buffered.Add(ev);
return false;
}
return true;
}
[ClientRpc]
private void ApplyStampsClientRpc(int seq, PaintStampNet[] stamps)
{
if (!GateRemoteEvent(new NetEvent { seq = seq, kind = NetKind.Stamps, stamps = stamps }))
return;
for (int i = 0; i < stamps.Length; i++)
_painter.ApplyNetworkStamp(stamps[i]);
}
[ClientRpc]
private void ApplyCheckpointClientRpc(int seq, int id)
{
if (!GateRemoteEvent(new NetEvent { seq = seq, kind = NetKind.Checkpoint, id = id }))
return;
_painter.RemoteCommitCheckpoint(id);
if (logSync) LogSync($"committed checkpoint {id} (seq {seq})");
}
[ClientRpc]
private void ApplyRestoreClientRpc(int seq, int id)
{
if (!GateRemoteEvent(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))
{
if (logSync) LogSync($"reproduced RESTORE to checkpoint {id} (seq {seq})");
}
else
{
if (logSync) LogSync($"cannot reproduce checkpoint {id} (not in local history, seq {seq}) -> owner snapshot fallback");
RequestSnapshotFallback();
}
}
private void FlushBuffered()
{
if (_painter)
{
for (int b = 0; b < _buffered.Count; b++)
{
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.
if (logSync) LogSync($"buffered RESTORE to checkpoint {ev.id} not reproducible -> owner snapshot fallback");
_buffered.Clear();
RequestSnapshotFallback();
return;
}
}
}
}
_buffered.Clear();
}
/// <summary>
/// A peer that can't reproduce a restore from its own history asks the OWNER (the only guaranteed
/// correct source of the post-restore state) for a fresh snapshot addressed back to just this peer.
/// Works uniformly for a remote client and for the host's own replica.
/// </summary>
private void RequestSnapshotFallback()
{
_awaitingSnapshot = true;
RequestOwnerSnapshotRpc();
}
[Rpc(SendTo.Owner, InvokePermission = RpcInvokePermission.Everyone)]
private void RequestOwnerSnapshotRpc(RpcParams p = default)
{
// Runs on the owner. Drain any carried-over commands first so the snapshot's cutoff covers them
// (they would otherwise replay on top of a snapshot that already contains them), then capture the
// authoritative current maps and ship them to just the requester.
if (!_painter)
return;
FlushOutgoing(unlimited: true);
if (!_painter.TryCaptureSnapshot(out byte[] data))
return;
ulong requester = p.Receive.SenderClientId;
int baselineId = _painter.CurrentCheckpointId;
if (logSync) LogSync($"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) ----
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
private void RequestSnapshotRpc(RpcParams p = default)
{
if (!_painter || !_painter.TryCaptureSnapshot(out byte[] data))
return;
// Cutoff = everything the captured maps already contain (owner: its send counter; otherwise the
// last message this replica applied). The checkpoint id tags the baseline the joiner adopts.
int capturedSeq = IsOwner ? _seq : _seqHorizon;
int baselineId = _painter.CurrentCheckpointId;
if (logSync) LogSync($"serving late-join snapshot to client {p.Receive.SenderClientId} (cutoff {capturedSeq}, baseline {baselineId}, {data.Length} bytes)");
StartCoroutine(SendSnapshot(new[] { p.Receive.SenderClientId }, data, capturedSeq, baselineId));
}
// Server-side monotonic id stamped on each outgoing snapshot transfer, so a replica that receives two
// overlapping transfers (respawn: its late-join + the owner's carry) can tell them apart and isolate them.
private int _xferOut;
private IEnumerator SendSnapshot(ulong[] targets, byte[] data, int capturedSeq, int baselineId)
{
var send = new ClientRpcParams { Send = new ClientRpcSendParams { TargetClientIds = targets } };
int xferId = ++_xferOut;
BeginSnapshotClientRpc(xferId, data.Length, capturedSeq, baselineId, send);
yield return SendChunked(data, (off, chunk) => SnapshotChunkClientRpc(xferId, off, chunk, send));
EndSnapshotClientRpc(xferId, send);
}
/// <summary>Feeds a blob chunk-wise into sendChunk(offset, chunk), throttled to snapshotChunksPerFrame.</summary>
private IEnumerator SendChunked(byte[] data, System.Action<int, byte[]> sendChunk)
{
int sentThisFrame = 0;
for (int off = 0; off < data.Length; off += snapshotChunkBytes)
{
int len = Mathf.Min(snapshotChunkBytes, data.Length - off);
var chunk = new byte[len];
System.Array.Copy(data, off, chunk, 0, len);
sendChunk(off, chunk);
if (++sentThisFrame >= snapshotChunksPerFrame)
{
sentThisFrame = 0;
yield return null; // spread the burst so the reliable window does not overflow
}
}
}
[ClientRpc]
private void BeginSnapshotClientRpc(int xferId, int totalBytes, int capturedSeq, int baselineId, ClientRpcParams p = default)
{
// Drop a transfer that carries older state than one already accepted/applied (a late blank late-join
// racing the carry). Equal cutoff is allowed so the owner-snapshot heal still lands.
if (capturedSeq < _acceptedCutoffFloor)
{
if (logSync) LogSync($"ignoring stale snapshot #{xferId} (cutoff {capturedSeq} < accepted {_acceptedCutoffFloor})");
return;
}
_acceptedCutoffFloor = capturedSeq;
_activeXferId = xferId;
_snapBuffer = new byte[totalBytes];
_snapCapturedSeq = capturedSeq;
_snapBaselineId = baselineId;
_snapReadyToApply = false;
_awaitingSnapshot = true;
if (logSync) LogSync($"receiving snapshot #{xferId} ({totalBytes} bytes, cutoff {capturedSeq}, baseline {baselineId})");
}
[ClientRpc]
private void SnapshotChunkClientRpc(int xferId, int offset, byte[] chunk, ClientRpcParams p = default)
{
if (xferId != _activeXferId || _snapBuffer == null) return; // stale chunk from a superseded transfer
CopyChunkInto(_snapBuffer, offset, chunk);
}
/// <summary>Copies a received chunk into the reassembly buffer, ignoring out-of-bounds offsets.</summary>
private static void CopyChunkInto(byte[] buffer, int offset, byte[] chunk)
{
if (offset >= 0 && offset + chunk.Length <= buffer.Length)
System.Array.Copy(chunk, 0, buffer, offset, chunk.Length);
}
[ClientRpc]
private void EndSnapshotClientRpc(int xferId, ClientRpcParams p = default)
{
if (xferId != _activeXferId) return; // stale End from a superseded transfer; the active one still owns the buffer
// Apply happens in LateUpdate (once the painter is ready) so apply + buffered replay stay ordered.
_snapReadyToApply = _snapBuffer != null;
if (!_snapReadyToApply)
_awaitingSnapshot = false;
}
// ---- Load re-sync (owner -> server -> every other peer) ----
//
// Loading a saved painting replaces the whole map set and clears undo history, so the live stream
// cannot carry it. The owner uploads a snapshot to the server (chunked), which re-broadcasts it to
// every other peer; the baseline id resets each peer's history and the cutoff sequence drops any
// in-flight/buffered events the loaded baseline supersedes.
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()
{
if (!IsSpawned || !IsOwner || !_painter) return;
if (!_painter.TryCaptureSnapshot(out byte[] data)) return;
// 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;
int baselineId = _painter.CurrentCheckpointId; // the load's fresh baseline id
if (logSync) 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, int baselineId, bool broadcast, ulong target)
{
BeginUploadServerRpc(data.Length, cutoff, baselineId, broadcast, target);
yield return SendChunked(data, (off, chunk) => UploadChunkServerRpc(off, chunk));
EndUploadServerRpc();
}
[ServerRpc]
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]
private void UploadChunkServerRpc(int offset, byte[] chunk)
{
if (_uploadBuffer == null) return;
CopyChunkInto(_uploadBuffer, offset, chunk);
}
[ServerRpc]
private void EndUploadServerRpc()
{
if (_uploadBuffer == null) return;
// Load broadcast: every peer except the owner (who already loaded it locally). Fallback heal:
// only the single requester. A non-owner host is included by its client id like any remote.
ulong[] targets = _uploadBroadcast ? OtherClientIds(OwnerClientId) : new[] { _uploadTarget };
if (targets.Length > 0)
StartCoroutine(SendSnapshot(targets, _uploadBuffer, _uploadCutoff, _uploadBaselineId));
_uploadBuffer = null;
}
/// <summary>All connected client ids except the given one (server-side).</summary>
private ulong[] OtherClientIds(ulong except)
{
var ids = NetworkManager.ConnectedClientsIds;
var list = new List<ulong>(ids.Count);
for (int i = 0; i < ids.Count; i++)
if (ids[i] != except) list.Add(ids[i]);
return list.ToArray();
}
}