using System.Collections; using System.Collections.Generic; using Unity.Netcode; using UnityEngine; /// /// Replicates mesh painting across the network as brush-stamp commands (not pixels). The owner /// captures every committed stamp from its , batches the frame's stamps and /// forwards them; remote avatars replay each stamp through their own painter onto the identical /// mesh/UVs. Position/animation come from the other sync components; this only carries the tiny paint /// commands (~tens of bytes each), so two players see each other paint live without streaming the /// 12 MB of paint maps. /// /// 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. /// /// Respawn carry: a scene switch (lobby <-> map) despawns the avatar and spawns a new prefab, which /// would otherwise start blank. On despawn the owner parks a snapshot of its painting on the persistent /// MatchManager; the replacement avatar's owner takes it on spawn and, once its painter is ready, loads it /// and BroadcastLoadedPaint()s it - the exact path a manual load uses - so the painting follows the player /// across the respawn for every peer. A real disconnect clears the parked copy, so sessions don't bleed. /// On respawn this carry-broadcast and the replica's own late-join request both deliver a full snapshot at /// once, so transfers are id-tagged (only the active one reassembles/applies) and cutoff-ordered (an older /// snapshot never overwrites a newer one) - otherwise the two would share a buffer and decode corrupted. /// /// 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 /// own owner-authoritative NetworkVariable; the remote painter's per-frame RefreshEmissionColor picks up /// the applied field, and a late joiner gets the current value on spawn for free. /// [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 _outgoing = new List(); // 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 // painter, whose per-frame RefreshEmissionColor pushes it to the material (no extra material poke). private readonly NetworkVariable _emissionIntensity = new(1f, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner); // 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 _buffered = new List(); // A scene-switch respawn delivers TWO full snapshots to the same replica at once: this replica's own // late-join RequestSnapshotRpc AND the owner's carry BroadcastLoadedPaint. Without isolation they share // one reassembly buffer and one End() trigger, so a half-filled/mixed Deflate blob gets decoded -> the // "Corrupted data" warning, paint never applies. Each outgoing transfer carries a unique id; only the // active one fills the buffer and applies, and a stale chunk/End from a superseded transfer is ignored. private int _activeXferId; // Highest snapshot cutoff accepted so far. A transfer carrying OLDER state is dropped, so a late blank // late-join (server replica still empty at capture) can't overwrite the newer carry. Equal is accepted // so the owner-snapshot heal path (same cutoff, but the diverged peer genuinely needs it) still works. private int _acceptedCutoffFloor = int.MinValue; // Owner-only: painting carried over from the avatar a scene switch just despawned (taken from the // persistent MatchManager on spawn). Applied in LateUpdate once this fresh painter is ready, then // rebroadcast to peers via the same path a manual load uses. Null = nothing to carry. private byte[] _pendingCarry; private void Awake() => _painter = GetComponentInChildren(true); public override void OnNetworkSpawn() { if (!_painter) return; if (IsOwner) { _painter.OnStampCommitted += OnStampCommitted; _painter.OnHistoryCheckpoint += OnLocalCheckpoint; _painter.OnHistoryRestore += OnLocalRestore; // Carry the painting from the avatar a scene switch just despawned (if any) onto this fresh one. // Applied in LateUpdate once the painter has finished setup, then broadcast to peers. 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; // The server (host) has been present since the start, so its replica already holds the full // paint via the live stream; only a genuine late joiner needs the baseline pulled over. if (!IsServer) { _awaitingSnapshot = true; LogSync("late joiner: requesting baseline snapshot"); RequestSnapshotRpc(); } } } public override void OnNetworkDespawn() { if (_painter && IsOwner) { // Park the current painting so the avatar this scene switch spawns next can restore it. A real // disconnect clears the parked copy (MatchManager.ReturnToMainOnly), so a fresh session never // inherits it. Captured here, the latest possible point, so last-second strokes are included. if (MatchManager.Instance && _painter.TryCaptureSnapshot(out byte[] snap)) MatchManager.Instance.StoreCarriedPaint(snap); _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; } // ---- 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); LogSync($"applied snapshot baseline {_snapBaselineId}; replaying buffered events"); FlushBuffered(); _snapBuffer = null; _awaitingSnapshot = false; } if (!IsOwner) return; // Restore a carried-over painting onto this fresh avatar once the painter is ready, then propagate // it to peers exactly like a manual load (BroadcastLoadedPaint). One-shot: cleared whether or not it // took, so a failed/empty carry never retries every frame. if (_pendingCarry != null && _painter && _painter.IsPaintReady) { byte[] carry = _pendingCarry; _pendingCarry = null; if (_painter.LoadPaintFromSnapshot(carry)) { LogSync($"carried painting onto respawned avatar ({carry.Length} bytes); rebroadcasting to peers"); BroadcastLoadedPaint(); } } // Publish the owner's global emission intensity when the HUD slider changes it (delta-only; the // NetworkVariable dirties only on an actual change, so assigning the same value is a no-op). if (_painter && _emissionIntensity.Value != _painter.emissionIntensity) _emissionIntensity.Value = _painter.emissionIntensity; FlushOutgoing(unlimited: false); } /// /// Sends the outgoing FIFO in order: runs of consecutive stamps are batched (capped per frame unless /// ), 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. /// 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); 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($"stamp cap ({cap}) reached; {_outgoing.Count} command(s) carried over to next frame"); } // ---- Stamp / checkpoint / restore commands (owner -> server -> remotes) ---- [ServerRpc] private void SubmitStampsServerRpc(int seq, PaintStampNet[] stamps) => ApplyStampsClientRpc(seq, stamps); [ServerRpc] private void SubmitCheckpointServerRpc(int seq, int id) => ApplyCheckpointClientRpc(seq, id); [ServerRpc] private void SubmitRestoreServerRpc(int seq, int id) => ApplyRestoreClientRpc(seq, id); [ClientRpc] private void ApplyStampsClientRpc(int seq, PaintStampNet[] stamps) { // The owner already painted these locally; only remotes (incl. the host's replica) replay them. if (IsOwner || !_painter) return; _seqHorizon = seq; // server replica tracks this as the snapshot cutoff source if (_awaitingSnapshot) { _buffered.Add(new NetEvent { seq = seq, kind = NetKind.Stamps, stamps = stamps }); return; } for (int i = 0; i < stamps.Length; i++) _painter.ApplyNetworkStamp(stamps[i]); } [ClientRpc] private void ApplyCheckpointClientRpc(int seq, int id) { if (IsOwner || !_painter) return; _seqHorizon = seq; if (_awaitingSnapshot) { _buffered.Add(new NetEvent { seq = seq, kind = NetKind.Checkpoint, id = id }); return; } _painter.RemoteCommitCheckpoint(id); LogSync($"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 < _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. LogSync($"buffered RESTORE to checkpoint {ev.id} not reproducible -> owner snapshot fallback"); _buffered.Clear(); RequestSnapshotFallback(); return; } } } } _buffered.Clear(); } /// /// A peer that can't reproduce a restore from its own history asks the OWNER - the only guaranteed /// correct source of the post-restore state - for a fresh snapshot, addressed back to just this peer. /// Works uniformly for a remote client and for the host's own replica (which can't snapshot itself); /// the previous host short-circuit silently dropped the heal and left the host diverged. /// private void RequestSnapshotFallback() { _awaitingSnapshot = true; RequestOwnerSnapshotRpc(); } [Rpc(SendTo.Owner, InvokePermission = RpcInvokePermission.Everyone)] private void RequestOwnerSnapshotRpc(RpcParams p = default) { // Runs on the owner. Drain any carried-over commands first so the snapshot's cutoff covers them // (they would otherwise replay on top of a snapshot that already contains them), then capture the // authoritative current maps and ship them to just the requester. if (!_painter) return; FlushOutgoing(unlimited: true); if (!_painter.TryCaptureSnapshot(out byte[] data)) return; ulong requester = p.Receive.SenderClientId; int baselineId = _painter.CurrentCheckpointId; LogSync($"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) ---- [Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)] private void RequestSnapshotRpc(RpcParams p = default) { if (!_painter || !_painter.TryCaptureSnapshot(out byte[] data)) return; // Everything the captured maps already contain: the owner's send counter for our own avatar, // 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; int baselineId = _painter.CurrentCheckpointId; LogSync($"serving late-join snapshot to client {p.Receive.SenderClientId} (cutoff {capturedSeq}, baseline {baselineId}, {data.Length} bytes)"); StartCoroutine(SendSnapshot(new[] { p.Receive.SenderClientId }, data, capturedSeq, baselineId)); } // Server-side monotonic id stamped on each outgoing snapshot transfer, so a replica that receives two // overlapping transfers (respawn: its late-join + the owner's carry) can tell them apart and isolate them. private int _xferOut; private IEnumerator SendSnapshot(ulong[] targets, byte[] data, int capturedSeq, int baselineId) { var send = new ClientRpcParams { Send = new ClientRpcSendParams { TargetClientIds = targets } }; int xferId = ++_xferOut; BeginSnapshotClientRpc(xferId, data.Length, capturedSeq, baselineId, send); int sentThisFrame = 0; for (int off = 0; off < data.Length; off += snapshotChunkBytes) { int len = Mathf.Min(snapshotChunkBytes, data.Length - off); var chunk = new byte[len]; System.Array.Copy(data, off, chunk, 0, len); SnapshotChunkClientRpc(xferId, off, chunk, send); if (++sentThisFrame >= snapshotChunksPerFrame) { sentThisFrame = 0; yield return null; // spread the burst so the reliable window does not overflow } } EndSnapshotClientRpc(xferId, send); } [ClientRpc] private void BeginSnapshotClientRpc(int xferId, int totalBytes, int capturedSeq, int baselineId, ClientRpcParams p = default) { // Drop a transfer that carries older state than one already accepted/applied (a late blank late-join // racing the carry). Equal cutoff is allowed so the owner-snapshot heal still lands. if (capturedSeq < _acceptedCutoffFloor) { LogSync($"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; 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 if (offset >= 0 && offset + chunk.Length <= _snapBuffer.Length) System.Array.Copy(chunk, 0, _snapBuffer, 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 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) /// Owner-only: broadcast the just-loaded painting to all other peers. No-op offline / single-player. 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 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); 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); UploadChunkServerRpc(off, chunk); if (++sentThisFrame >= snapshotChunksPerFrame) { sentThisFrame = 0; yield return null; // spread the burst so the reliable window does not overflow } } 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; if (offset >= 0 && offset + chunk.Length <= _uploadBuffer.Length) System.Array.Copy(chunk, 0, _uploadBuffer, offset, chunk.Length); } [ServerRpc] private void EndUploadServerRpc() { if (_uploadBuffer == null) return; // 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, _uploadBaselineId)); _uploadBuffer = null; } /// All connected client ids except the given one (server-side). private ulong[] OtherClientIds(ulong except) { var ids = NetworkManager.ConnectedClientsIds; var list = new List(ids.Count); for (int i = 0; i < ids.Count; i++) if (ids[i] != except) list.Add(ids[i]); return list.ToArray(); } }