Commit Graph
4 Commits
Author SHA1 Message Date
adminandClaude Opus 4.8 9d6570f7fe Carry painting across lobby/map respawns with isolated snapshot transfers
Persist each owner's paint snapshot on the MatchManager across the
despawn/respawn that happens on a lobby<->map scene switch, then reload
and rebroadcast it onto the freshly spawned avatar so painted meshes
survive the transition. Cleared on disconnect/shutdown to avoid stale
carry across sessions.

Isolate concurrent snapshot transfers by id so a respawning replica's
late-join request and the carry broadcast no longer share one reassembly
buffer (which decoded a mixed deflate blob -> "Corrupted data"), and drop
transfers with an older cutoff so a blank late-join cannot overwrite the
carried image.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 01:21:39 +02:00
adminandClaude Opus 4.8 301f7e64cb 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>
2026-06-27 20:19:36 +02:00
adminandClaude Opus 4.8 ae84bb99dd 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>
2026-06-27 15:44:02 +02:00
adminandClaude Opus 4.8 69e185d969 Sync paint strokes across the network via command replication
Replicate brush strokes as self-contained commands instead of texture
pixels: the owner emits each committed stamp (local placement plus brush
state, byte-quantized) and remotes replay it through the same draw path,
reproducing identical maps without streaming megabytes.

- MeshPainter.Net.cs: PaintStampNet serializable stamp, OnStampCommitted
  owner-capture event (no-op without listener), ApplyNetworkStamp remote
  replay, seedable spray for deterministic speckle.
- MeshPainter.cs: emit stamp after drawing, seed spray only when synced.
- PlayerPaintSync.cs: NetworkBehaviour batching owner stamps reliably
  (ServerRpc -> ClientRpc) with echo guard; remote disables local painting.
- Player/Hider/Hunter prefabs: PlayerPaintSync plus NGO GlobalObjectIdHash.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 15:02:33 +02:00