Wire three material-backed look sliders (occlusion AO shift, relief normal intensity, parallax intensity) through the paint HUD, its layout/state persistence, the .paint slot format (bumped to v4), owner-authoritative network sync and the runtime reset, mirroring the existing camo-knob path so they save, restore, replicate and reset alongside the brush values. Change the occlusion AO mapping from a division threshold to a linear shift: AO fades from 1 down to (1 - shift) at the deepest painted hole, so a 0 shift no longer leaves black spots. Enable _NORMALMAP alongside _PARALLAXMAP so URP transforms the painted relief normal into world space (otherwise it discards normalTS and the relief is invisible), and pin the added keyword in the build keep-alive material. Stop the pipette from picking the occlusion/height value and turn its toggle off after a pick. Default the knobs to 0.2 shift / 1.4 normal / 1.0 parallax across the shader, painter, network and HUD fallbacks. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
710 lines
33 KiB
C#
710 lines
33 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;
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/// <summary>
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/// Replicates mesh painting across the network as brush-stamp commands (not pixels). The owner
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/// captures every committed stamp from its <see cref="MeshPainter"/>, batches the frame's stamps and
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/// forwards them; remote avatars replay each stamp through their own painter onto the identical
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/// mesh/UVs. Position/animation come from the other sync components; this only carries the tiny paint
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/// commands (~tens of bytes each), so two players see each other paint live without streaming the
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/// 12 MB of paint maps.
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///
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/// Undo/redo replicates as commands too, not pixels: every replica keeps the SAME per-stroke history
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/// (see MeshPainter.Undo), so the owner just forwards a per-stroke CHECKPOINT marker and an undo/redo
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/// RESTORE id. Each peer reproduces the move from its own history. A peer that lacks the target id (a
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/// late joiner asked to undo past its join) heals by pulling a fresh snapshot from the OWNER - the only
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/// guaranteed-correct source of the post-restore state, so this works for a remote client and for the
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/// host's own replica alike. Stamps are capped per frame but their overflow carries to the next frame
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/// rather than being decimated, and checkpoint/restore markers never overtake the stamps they finalize,
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/// so every replica's history stays aligned and the heal path stays a rare exception, not the norm.
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///
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/// Late join: a client that connects AFTER painting happened gets the accumulated result. On spawn it
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/// pulls a one-time compressed snapshot of the whole map set from the server (chunked, throttled to
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/// respect the transport's reliable window), buffers any live events that arrive during the transfer,
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/// and after applying the snapshot replays the buffered events newer than the snapshot's cutoff
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/// sequence - so no stroke is lost or double-applied across the join window. The applied snapshot also
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/// becomes the joiner's history baseline.
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///
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/// Respawn carry: a scene switch (lobby <-> map) despawns the avatar and spawns a new prefab, which
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/// would otherwise start blank. On despawn the owner parks a snapshot of its painting on the persistent
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/// MatchManager; the replacement avatar's owner takes it on spawn and, once its painter is ready, loads it
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/// and BroadcastLoadedPaint()s it - the exact path a manual load uses - so the painting follows the player
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/// across the respawn for every peer. A real disconnect clears the parked copy, so sessions don't bleed.
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/// On respawn this carry-broadcast and the replica's own late-join request both deliver a full snapshot at
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/// once, so transfers are id-tagged (only the active one reassembles/applies) and cutoff-ordered (an older
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/// snapshot never overwrites a newer one) - otherwise the two would share a buffer and decode corrupted.
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///
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/// Emission intensity is the one paint property that is NOT baked into the maps (it's a global
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/// multiplier on the material's _EmissionColor), so it can't ride the stamp/snapshot path. It rides its
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/// own owner-authoritative NetworkVariable; the remote painter's per-frame RefreshEmissionColor picks up
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/// the applied field, and a late joiner gets the current value on spawn for free.
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/// </summary>
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[DisallowMultipleComponent]
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public class PlayerPaintSync : NetworkBehaviour
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{
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[Tooltip("Max brush stamps forwarded to the network per frame. Pathological fast strokes (hundreds " +
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"of interpolated sub-stamps in one frame) are capped to this to bound the RPC size; the " +
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"overflow is CARRIED OVER to the next frame (never dropped), so remotes replay the identical " +
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"stamp set and undo/redo history stays aligned. Local painting is always full fidelity.")]
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[SerializeField] private int maxStampsPerFrame = 64;
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[Tooltip("Log paint-sync events (stamps/checkpoints/restores sent & applied, snapshot transfers) to " +
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"the console with a per-peer tag. Handy for diagnosing undo/redo replication; turn off for " +
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"quiet play.")]
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[SerializeField] private bool logSync = true;
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[Tooltip("Snapshot transfer chunk payload (bytes). Kept under the transport MTU so each chunk is a " +
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"single packet (no extra fragmentation).")]
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[SerializeField] private int snapshotChunkBytes = 1200;
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[Tooltip("Snapshot chunks sent per frame. Throttled so the burst stays under the reliable window " +
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"(~32 in-flight) while live stamps keep flowing.")]
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[SerializeField] private int snapshotChunksPerFrame = 8;
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private MeshPainter _painter;
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// Single owner-side FIFO of everything to forward, in the exact order it was produced: brush stamps
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// interleaved with stroke checkpoints and undo/redo restores. Flushed in order in LateUpdate so a
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// checkpoint/restore never overtakes the stamps it refers to, and so the per-frame stamp cap can carry
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// overflow to the next frame without ever reordering or dropping a command.
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private enum OutKind { Stamp, Checkpoint, Restore }
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private struct OutItem
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{
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public OutKind kind;
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public PaintStampNet stamp; // Stamp only
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public int id; // Checkpoint / Restore only
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}
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private readonly List<OutItem> _outgoing = new List<OutItem>();
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// Global emission-intensity multiplier (MeshPainter.emissionIntensity) — a per-player material value,
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// not part of the painted maps. Owner-authoritative like the rest; the remote applies it to its
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// painter, whose per-frame RefreshEmissionColor pushes it to the material (no extra material poke).
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private readonly NetworkVariable<float> _emissionIntensity =
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new(1f, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
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// Per-player camouflage knobs on the PlayerCamoLit material (x = HalfLambert, y = HalfLambert
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// brightness, z = specular dampen). Exactly like emission intensity these are per-player material
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// values, not painted into the maps, so they ride their own owner-authoritative NetworkVariable. The
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// remote applies them to its material once its painter is ready and again on every change; a late
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// joiner gets the current value on spawn for free. The default mirrors Player.mat's authored camo so
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// the brief pre-publish spawn frame shows no flash (the owner re-publishes the real value once ready).
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private readonly NetworkVariable<Vector3> _camo =
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new(new Vector3(0.5f, 0f, 0.1f), NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
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private bool _camoApplyPending; // remote: apply _camo.Value to the material once IsReady / on change
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// Painted-height knobs (x = occlusion AO threshold, y = relief normal intensity, z = parallax
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// intensity). Same per-player material values as the camo knobs - not baked into the maps - so they
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// ride their own owner-authoritative NetworkVariable and apply once the remote painter is ready. The
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// default mirrors the PlayerCamoLit shader defaults (0.2 / 1.4 / 1).
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private readonly NetworkVariable<Vector3> _height =
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new(new Vector3(0.2f, 1.4f, 1f), NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
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private bool _heightApplyPending; // remote: apply _height.Value to the material once IsReady / on change
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// Monotonic message counter on the owner (one per stamp batch / checkpoint / restore); on every peer,
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// the highest sequence accounted for (applied to a remote replica / sent by the owner). Used as the
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// snapshot's cutoff marker so the join window neither loses nor double-applies events.
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private int _seq;
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private int _seqHorizon;
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// --- Joining client: snapshot reassembly + live-event buffering until the baseline is applied ---
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private enum NetKind { Stamps, Checkpoint, Restore }
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private struct NetEvent
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{
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public int seq;
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public NetKind kind;
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public PaintStampNet[] stamps; // Stamps only
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public int id; // Checkpoint / Restore only
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}
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private bool _awaitingSnapshot; // buffer live events instead of applying them
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private byte[] _snapBuffer; // reassembled compressed snapshot
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private int _snapCapturedSeq; // events <= this are already baked into the snapshot
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private int _snapBaselineId; // checkpoint id the snapshot maps represent (history baseline)
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private bool _snapReadyToApply; // last chunk arrived; apply once the painter is ready
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private readonly List<NetEvent> _buffered = new List<NetEvent>();
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// A scene-switch respawn delivers TWO full snapshots to the same replica at once: this replica's own
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// late-join RequestSnapshotRpc AND the owner's carry BroadcastLoadedPaint. Without isolation they share
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// one reassembly buffer and one End() trigger, so a half-filled/mixed Deflate blob gets decoded -> the
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// "Corrupted data" warning, paint never applies. Each outgoing transfer carries a unique id; only the
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// active one fills the buffer and applies, and a stale chunk/End from a superseded transfer is ignored.
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private int _activeXferId;
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// Highest snapshot cutoff accepted so far. A transfer carrying OLDER state is dropped, so a late blank
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// late-join (server replica still empty at capture) can't overwrite the newer carry. Equal is accepted
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// so the owner-snapshot heal path (same cutoff, but the diverged peer genuinely needs it) still works.
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private int _acceptedCutoffFloor = int.MinValue;
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// Owner-only: painting carried over from the avatar a scene switch just despawned (taken from the
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// persistent MatchManager on spawn). Applied in LateUpdate once this fresh painter is ready, then
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// rebroadcast to peers via the same path a manual load uses. Null = nothing to carry.
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private byte[] _pendingCarry;
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private void Awake() => _painter = GetComponentInChildren<MeshPainter>(true);
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public override void OnNetworkSpawn()
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{
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if (!_painter)
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return;
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if (IsOwner)
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{
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_painter.OnStampCommitted += OnStampCommitted;
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_painter.OnHistoryCheckpoint += OnLocalCheckpoint;
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_painter.OnHistoryRestore += OnLocalRestore;
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// Carry the painting from the avatar a scene switch just despawned (if any) onto this fresh one.
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// Applied in LateUpdate once the painter has finished setup, then broadcast to peers.
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if (MatchManager.Instance) _pendingCarry = MatchManager.Instance.TakeCarriedPaint();
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}
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else
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{
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// Remote replica: never paint from this machine's mouse; paint only from replicated data.
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_painter.PaintingEnabled = false;
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// Track the owner's emission intensity; seed the current (late-join) value right away.
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_emissionIntensity.OnValueChanged += OnEmissionChanged;
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_painter.emissionIntensity = _emissionIntensity.Value;
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// Track the owner's camo knobs; apply the current (late-join) value once the material exists
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// (deferred to LateUpdate - the setter is a no-op before the painter's Start builds the instance).
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_camo.OnValueChanged += OnCamoChanged;
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_camoApplyPending = true;
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// Same deferred apply for the painted-height knobs.
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_height.OnValueChanged += OnHeightChanged;
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_heightApplyPending = true;
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// The server (host) has been present since the start, so its replica already holds the full
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// paint via the live stream; only a genuine late joiner needs the baseline pulled over.
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if (!IsServer)
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{
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_awaitingSnapshot = true;
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LogSync("late joiner: requesting baseline snapshot");
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RequestSnapshotRpc();
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}
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}
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}
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public override void OnNetworkDespawn()
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{
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if (_painter && IsOwner)
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{
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// Park the current painting so the avatar this scene switch spawns next can restore it. A real
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// disconnect clears the parked copy (MatchManager.ReturnToMainOnly), so a fresh session never
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// inherits it. Captured here, the latest possible point, so last-second strokes are included.
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if (MatchManager.Instance && _painter.TryCaptureSnapshot(out byte[] snap))
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MatchManager.Instance.StoreCarriedPaint(snap);
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_painter.OnStampCommitted -= OnStampCommitted;
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_painter.OnHistoryCheckpoint -= OnLocalCheckpoint;
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_painter.OnHistoryRestore -= OnLocalRestore;
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}
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_emissionIntensity.OnValueChanged -= OnEmissionChanged;
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_camo.OnValueChanged -= OnCamoChanged;
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_height.OnValueChanged -= OnHeightChanged;
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}
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// Owner history events -> appended to the ordered outgoing FIFO, flushed in LateUpdate.
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private void OnLocalCheckpoint(int id) => _outgoing.Add(new OutItem { kind = OutKind.Checkpoint, id = id });
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private void OnLocalRestore(int id) => _outgoing.Add(new OutItem { kind = OutKind.Restore, id = id });
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// Per-peer log tag: which client this is and its role, so multi-window logs are easy to read.
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private string SyncTag
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{
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get
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{
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string role = IsOwner ? "owner" : (IsServer ? "host" : "client");
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ulong id = NetworkManager ? NetworkManager.LocalClientId : 0;
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return $"[PaintSync c{id} {role}]";
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}
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}
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private void LogSync(string msg)
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{
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if (logSync) Debug.Log($"{SyncTag} {msg}", this);
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}
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private void OnEmissionChanged(float previous, float current)
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{
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if (_painter) _painter.emissionIntensity = current;
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}
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// Apply on the next LateUpdate once the material is ready (the camo setters are a no-op before that,
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// and on a fresh spawn the OnValueChanged may arrive before the painter's Start has built the instance).
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private void OnCamoChanged(Vector3 previous, Vector3 current) => _camoApplyPending = true;
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private void OnHeightChanged(Vector3 previous, Vector3 current) => _heightApplyPending = true;
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// ---- Live stamp stream (owner -> server -> remotes) ----
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private void OnStampCommitted(PaintStampNet stamp) =>
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_outgoing.Add(new OutItem { kind = OutKind.Stamp, stamp = stamp });
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private void LateUpdate()
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{
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// Apply a fully-received snapshot once the painter has finished setup, then flush the events
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// that arrived during the transfer. Deferred to here so apply+replay happen atomically in order.
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if (_snapReadyToApply && _painter && _painter.IsPaintReady)
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{
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_snapReadyToApply = false;
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_painter.ApplyPaintSnapshot(_snapBuffer, _snapBaselineId);
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LogSync($"applied snapshot baseline {_snapBaselineId}; replaying buffered events");
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FlushBuffered();
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_snapBuffer = null;
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_awaitingSnapshot = false;
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}
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// Remote replica: apply the owner's camo onto this avatar's material once it exists / whenever it
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// changed. The owner drives its own material via the HUD + persistence, so it never applies here.
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if (!IsOwner && _camoApplyPending && _painter && _painter.IsReady)
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{
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Vector3 c = _camo.Value;
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_painter.CamoHalfLambert = c.x;
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_painter.CamoHalfLambertBrightness = c.y;
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_painter.CamoSpecularDampen = c.z;
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_camoApplyPending = false;
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}
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// Remote replica: apply the owner's painted-height knobs once the material exists / on change.
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if (!IsOwner && _heightApplyPending && _painter && _painter.IsReady)
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{
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Vector3 h = _height.Value;
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_painter.OcclusionThreshold = h.x;
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_painter.HeightNormalIntensity = h.y;
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_painter.ParallaxIntensity = h.z;
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_heightApplyPending = false;
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}
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if (!IsOwner)
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return;
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// Restore a carried-over painting onto this fresh avatar once the painter is ready, then propagate
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// it to peers exactly like a manual load (BroadcastLoadedPaint). One-shot: cleared whether or not it
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// took, so a failed/empty carry never retries every frame.
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if (_pendingCarry != null && _painter && _painter.IsPaintReady)
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{
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byte[] carry = _pendingCarry;
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_pendingCarry = null;
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if (_painter.LoadPaintFromSnapshot(carry))
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{
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LogSync($"carried painting onto respawned avatar ({carry.Length} bytes); rebroadcasting to peers");
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BroadcastLoadedPaint();
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}
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}
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// Publish the owner's global emission intensity when the HUD slider changes it (delta-only; the
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// NetworkVariable dirties only on an actual change, so assigning the same value is a no-op).
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if (_painter && _emissionIntensity.Value != _painter.emissionIntensity)
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_emissionIntensity.Value = _painter.emissionIntensity;
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// Publish the owner's camo knobs when the HUD/persistence changes them (delta-only; the
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// NetworkVariable dirties only on an actual change). Gated on IsReady so the pre-Start 0-read is
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// never published - that would briefly flatten remotes' lighting until the real value lands.
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if (_painter && _painter.IsReady)
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{
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var camo = new Vector3(_painter.CamoHalfLambert, _painter.CamoHalfLambertBrightness, _painter.CamoSpecularDampen);
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if (_camo.Value != camo)
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_camo.Value = camo;
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// Publish the painted-height knobs the same way (delta-only, ready-gated).
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var height = new Vector3(_painter.OcclusionThreshold, _painter.HeightNormalIntensity, _painter.ParallaxIntensity);
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if (_height.Value != height)
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_height.Value = height;
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}
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FlushOutgoing(unlimited: false);
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}
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/// <summary>
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/// Sends the outgoing FIFO in order: runs of consecutive stamps are batched (capped per frame unless
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/// <paramref name="unlimited"/>), checkpoints/restores go out as tiny markers in their exact position.
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/// Each item gets its own monotonic sequence. With the per-frame cap reached, the unsent tail (stamps
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/// and any markers behind them) stays queued for the next frame - never reordered, never dropped.
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/// </summary>
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private void FlushOutgoing(bool unlimited)
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{
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if (_outgoing.Count == 0)
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return;
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int cap = Mathf.Max(1, maxStampsPerFrame);
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int sentStamps = 0;
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int consumed = 0;
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while (consumed < _outgoing.Count)
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{
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OutKind kind = _outgoing[consumed].kind;
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if (kind == OutKind.Stamp)
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{
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if (!unlimited && sentStamps >= cap)
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break; // per-frame budget spent; carry the remainder (this stamp on) to next frame
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int budget = unlimited ? int.MaxValue : (cap - sentStamps);
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int runEnd = consumed;
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while (runEnd < _outgoing.Count
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&& _outgoing[runEnd].kind == OutKind.Stamp
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&& (runEnd - consumed) < budget)
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runEnd++;
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int take = runEnd - consumed;
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var batch = new PaintStampNet[take];
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for (int k = 0; k < take; k++)
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batch[k] = _outgoing[consumed + k].stamp;
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int seq = ++_seq;
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_seqHorizon = seq;
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SubmitStampsServerRpc(seq, batch);
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sentStamps += take;
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consumed = runEnd;
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}
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else
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{
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int id = _outgoing[consumed].id;
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int seq = ++_seq;
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_seqHorizon = seq;
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if (kind == OutKind.Restore)
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{
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SubmitRestoreServerRpc(seq, id);
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LogSync($"sent RESTORE to checkpoint {id} (seq {seq})");
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}
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else
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{
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SubmitCheckpointServerRpc(seq, id);
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LogSync($"sent checkpoint {id} (seq {seq})");
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}
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consumed++;
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}
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}
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if (consumed > 0)
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_outgoing.RemoveRange(0, consumed);
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if (!unlimited && _outgoing.Count > 0)
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LogSync($"stamp cap ({cap}) reached; {_outgoing.Count} command(s) carried over to next frame");
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}
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// ---- Stamp / checkpoint / restore commands (owner -> server -> remotes) ----
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[ServerRpc]
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private void SubmitStampsServerRpc(int seq, PaintStampNet[] stamps) => ApplyStampsClientRpc(seq, stamps);
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[ServerRpc]
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private void SubmitCheckpointServerRpc(int seq, int id) => ApplyCheckpointClientRpc(seq, id);
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[ServerRpc]
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private void SubmitRestoreServerRpc(int seq, int id) => ApplyRestoreClientRpc(seq, id);
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[ClientRpc]
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private void ApplyStampsClientRpc(int seq, PaintStampNet[] stamps)
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{
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// The owner already painted these locally; only remotes (incl. the host's replica) replay them.
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if (IsOwner || !_painter)
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return;
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_seqHorizon = seq; // server replica tracks this as the snapshot cutoff source
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if (_awaitingSnapshot)
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{
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_buffered.Add(new NetEvent { seq = seq, kind = NetKind.Stamps, stamps = stamps });
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return;
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}
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|
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($"buffered RESTORE to checkpoint {ev.id} not reproducible -> owner snapshot fallback");
|
|
_buffered.Clear();
|
|
RequestSnapshotFallback();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
_buffered.Clear();
|
|
}
|
|
|
|
/// <summary>
|
|
/// A peer that can't reproduce a restore from its own history asks the OWNER - the only guaranteed
|
|
/// correct source of the post-restore state - for a fresh snapshot, addressed back to just this peer.
|
|
/// Works uniformly for a remote client and for the host's own replica (which can't snapshot itself);
|
|
/// the previous host short-circuit silently dropped the heal and left the host diverged.
|
|
/// </summary>
|
|
private void RequestSnapshotFallback()
|
|
{
|
|
_awaitingSnapshot = true;
|
|
RequestOwnerSnapshotRpc();
|
|
}
|
|
|
|
[Rpc(SendTo.Owner, InvokePermission = RpcInvokePermission.Everyone)]
|
|
private void RequestOwnerSnapshotRpc(RpcParams p = default)
|
|
{
|
|
// Runs on the owner. Drain any carried-over commands first so the snapshot's cutoff covers them
|
|
// (they would otherwise replay on top of a snapshot that already contains them), then capture the
|
|
// authoritative current maps and ship them to just the requester.
|
|
if (!_painter)
|
|
return;
|
|
|
|
FlushOutgoing(unlimited: true);
|
|
|
|
if (!_painter.TryCaptureSnapshot(out byte[] data))
|
|
return;
|
|
|
|
ulong requester = p.Receive.SenderClientId;
|
|
int baselineId = _painter.CurrentCheckpointId;
|
|
LogSync($"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)
|
|
|
|
/// <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
|
|
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;
|
|
}
|
|
|
|
/// <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();
|
|
}
|
|
}
|