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>
272 lines
11 KiB
C#
272 lines
11 KiB
C#
using System.IO;
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using System.IO.Compression;
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using Unity.Netcode;
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using UnityEngine;
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/// <summary>
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/// One committed brush stamp in replicable form. Painting is synced as commands, not pixels: the owner
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/// already resolves every stamp into local object space (hit point, radius, tangent frame), so a remote
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/// peer replays the SAME stamp through its own backend onto the identical mesh/UVs.
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/// Self-contained on purpose: each stamp carries its full brush state, so the stream is stateless.
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/// Channel data quantizes to bytes with no real loss (the paint maps are 8-bit anyway).
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/// </summary>
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public struct PaintStampNet : INetworkSerializable
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{
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// Channel/mode bit flags (Channels field).
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public const byte FlagAlbedo = 1 << 0;
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public const byte FlagMetallicSmoothness = 1 << 1;
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public const byte FlagOcclusion = 1 << 2;
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public const byte FlagEmission = 1 << 3;
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public const byte FlagSpray = 1 << 4;
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// Placement (object-local space).
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public Vector3 P; // hit point
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public float R; // 3D brush radius
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public Vector3 U, V, N; // tangent frame (right / up / normal)
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public byte Channels; // active channels + spray flag
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public int BrushIndex; // active brush mask index (resolved-mask painting)
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public int SpraySeed; // RNG seed so a spray stamp scatters identically on every peer
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public Color32 BrushColor; // albedo color (alpha = opacity)
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public Color32 EmissionColor; // emission color (alpha = opacity)
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public byte Metallic, Smoothness, Occlusion; // 0..255 = 0..1
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public byte MSOpacity, OccOpacity; // 0..255 = 0..1
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public void NetworkSerialize<T>(BufferSerializer<T> s) where T : IReaderWriter
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{
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s.SerializeValue(ref P);
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s.SerializeValue(ref R);
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s.SerializeValue(ref U);
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s.SerializeValue(ref V);
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s.SerializeValue(ref N);
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s.SerializeValue(ref Channels);
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s.SerializeValue(ref BrushIndex);
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s.SerializeValue(ref SpraySeed);
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s.SerializeValue(ref BrushColor);
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s.SerializeValue(ref EmissionColor);
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s.SerializeValue(ref Metallic);
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s.SerializeValue(ref Smoothness);
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s.SerializeValue(ref Occlusion);
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s.SerializeValue(ref MSOpacity);
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s.SerializeValue(ref OccOpacity);
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}
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}
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public partial class MeshPainter
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{
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/// <summary>
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/// Fires once per committed brush stamp on the owner (after the stamp has been drawn locally),
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/// carrying everything a remote peer needs to replay it. Only the owner's PlayerPaintSync
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/// subscribes; with no subscriber this is a no-op, so single-player keeps zero overhead.
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/// </summary>
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public event System.Action<PaintStampNet> OnStampCommitted;
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// Last spray seed used by the owner this stamp (captured into the replicated stamp).
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private int _lastSpraySeed;
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private static byte ToByte01(float v) => (byte)(Mathf.Clamp01(v) * 255f + 0.5f);
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/// <summary>True if anyone is listening for replicated stamps (the owner is networked + painting).</summary>
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private bool WantsStampCapture => OnStampCommitted != null;
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/// <summary>Builds the replicated stamp from the current brush state + resolved placement and raises the event.</summary>
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private void EmitStamp(Vector3 p, float r, Vector3 u, Vector3 v, Vector3 n)
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{
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var handler = OnStampCommitted;
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if (handler == null) return;
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byte ch = 0;
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if (paintAlbedo) ch |= PaintStampNet.FlagAlbedo;
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if (paintMetallicSmoothness) ch |= PaintStampNet.FlagMetallicSmoothness;
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if (paintOcclusion) ch |= PaintStampNet.FlagOcclusion;
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if (paintEmission) ch |= PaintStampNet.FlagEmission;
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if (spray) ch |= PaintStampNet.FlagSpray;
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handler(new PaintStampNet
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{
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P = p, R = r, U = u, V = v, N = n,
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Channels = ch,
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BrushIndex = activeBrushIndex,
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SpraySeed = _lastSpraySeed,
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BrushColor = brushColor,
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EmissionColor = emissionColor,
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Metallic = ToByte01(metallic),
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Smoothness = ToByte01(smoothness),
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Occlusion = ToByte01(occlusion),
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MSOpacity = ToByte01(metallicSmoothnessOpacity),
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OccOpacity = ToByte01(occlusionOpacity),
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});
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}
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/// <summary>
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/// Bakes the spray mask from a fixed RNG seed so every peer scatters the identical pattern. The
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/// global Unity RNG state is saved and restored so nothing else in the frame is perturbed.
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/// </summary>
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private void BuildSprayStampMaskSeeded(int seed)
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{
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var prev = Random.state;
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Random.InitState(seed);
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BuildSprayStampMask();
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Random.state = prev;
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}
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/// <summary>
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/// Replays a replicated brush stamp on a remote avatar: adopts the stamp's brush state, rebuilds
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/// the matching mask (resolved or seeded spray) and runs it through the active backend exactly like
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/// a local stamp. Mutating the public brush fields is safe here because the remote painter never
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/// paints from local input (PaintingEnabled is false on remotes).
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/// </summary>
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public void ApplyNetworkStamp(in PaintStampNet s)
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{
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if (!_setupValid) return;
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paintAlbedo = (s.Channels & PaintStampNet.FlagAlbedo) != 0;
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paintMetallicSmoothness = (s.Channels & PaintStampNet.FlagMetallicSmoothness) != 0;
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paintOcclusion = (s.Channels & PaintStampNet.FlagOcclusion) != 0;
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paintEmission = (s.Channels & PaintStampNet.FlagEmission) != 0;
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spray = (s.Channels & PaintStampNet.FlagSpray) != 0;
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brushColor = s.BrushColor;
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emissionColor = s.EmissionColor;
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metallic = s.Metallic / 255f;
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smoothness = s.Smoothness / 255f;
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occlusion = s.Occlusion / 255f;
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metallicSmoothnessOpacity = s.MSOpacity / 255f;
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occlusionOpacity = s.OccOpacity / 255f;
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activeBrushIndex = s.BrushIndex;
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if (spray) BuildSprayStampMaskSeeded(s.SpraySeed);
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else { ResolveActiveMask(); UseResolvedStampMask(); }
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BeginBackendStroke();
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DrawBackendStamp(s.P, s.R, s.U, s.V, s.N);
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EndBackendStroke();
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// Accumulate this peer's stroke dirty mask so a network checkpoint marker can commit the same
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// history entry as the owner (same stamps -> same touched maps -> COW-aligned with the owner).
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MarkStrokePainted();
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}
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// --- Late-join snapshot: the whole painted state as a compressed blob ---
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//
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// Live stamps only reach peers connected at paint time; a late joiner needs the accumulated
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// result as a baseline. Instead of streaming 12 MB of raw maps, we dump the canonical maps once
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// and Deflate them (paint is largely flat -> compresses well), then PlayerPaintSync chunks the
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// blob over the network to the single joining client and re-seeds their painter with it.
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private const uint SnapshotMagic = 0x50414e53; // 'SNAP' little-endian
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private const int SnapshotVersion = 1;
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/// <summary>True once Start() has built the backend, so capture/apply are safe.</summary>
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public bool IsPaintReady => _setupValid;
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/// <summary>
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/// Serializes every paint map (canonical layout) and Deflate-compresses the result. Returns false
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/// if the painter is not set up yet. Run on the authority that holds the up-to-date maps.
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/// </summary>
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public bool TryCaptureSnapshot(out byte[] compressed)
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{
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compressed = null;
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if (!_setupValid) return false;
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int n = textureSize * textureSize;
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using (var raw = new MemoryStream(16 + n * 4 * MAP_COUNT))
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{
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using (var w = new BinaryWriter(raw, System.Text.Encoding.UTF8, leaveOpen: true))
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{
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w.Write(SnapshotMagic);
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w.Write(SnapshotVersion);
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w.Write(textureSize);
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w.Write(MAP_COUNT);
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WriteCanonicalMaps(w);
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}
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compressed = Deflate(raw.ToArray());
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}
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return true;
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}
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/// <summary>
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/// Decompresses a snapshot, re-seeds the active backend with it, and makes it this peer's sole history
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/// baseline under the authority's <paramref name="baselineId"/> (so subsequent checkpoint/restore
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/// commands line up). Caller must ensure IsPaintReady.
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/// </summary>
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public void ApplyPaintSnapshot(byte[] compressed, int baselineId)
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{
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if (!TryDecodeSnapshot(compressed, "Paint", out Color32[][] canonical)) return;
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ReseedCanonical(canonical);
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SetHistoryBaseline(canonical, baselineId);
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}
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/// <summary>
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/// Owner-side: re-seeds the painter from an in-memory snapshot blob and resets history to it as a
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/// fresh local baseline (like <see cref="LoadPaintByName"/>, just from bytes) - used to carry a
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/// painting across a scene-switch respawn, then rebroadcast via BroadcastLoadedPaint. Returns false
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/// if the painter is not ready or the blob is incompatible (the current painting stays untouched).
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/// </summary>
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public bool LoadPaintFromSnapshot(byte[] compressed)
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{
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if (!TryDecodeSnapshot(compressed, "Carry", out Color32[][] canonical)) return false;
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ReseedCanonical(canonical);
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ResetHistoryToCurrent(canonical);
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return true;
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}
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/// <summary>Guard + decode for an incoming snapshot blob; false = not ready / empty / undecodable.</summary>
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private bool TryDecodeSnapshot(byte[] compressed, string context, out Color32[][] canonical)
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{
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canonical = null;
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if (!_setupValid || compressed == null || compressed.Length == 0) return false;
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try { canonical = DecodeSnapshot(compressed); }
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catch (System.Exception e)
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{
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Debug.LogWarning($"[MeshPainter] {context} snapshot decode failed: {e.Message}", this);
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return false;
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}
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return canonical != null;
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}
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private Color32[][] DecodeSnapshot(byte[] compressed)
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{
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byte[] raw = Inflate(compressed);
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using (var ms = new MemoryStream(raw))
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using (var r = new BinaryReader(ms))
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{
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if (r.ReadUInt32() != SnapshotMagic) return null;
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int ver = r.ReadInt32();
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int size = r.ReadInt32();
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int maps = r.ReadInt32();
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// Resolution / version mismatch: ignore rather than smear; the painter keeps its state.
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if (ver != SnapshotVersion || size != textureSize) return null;
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return ReadCanonicalMaps(r, maps);
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}
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}
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private static byte[] Deflate(byte[] data)
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{
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using (var outp = new MemoryStream())
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{
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using (var ds = new DeflateStream(outp, System.IO.Compression.CompressionLevel.Fastest, leaveOpen: true))
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ds.Write(data, 0, data.Length);
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return outp.ToArray();
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}
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}
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private static byte[] Inflate(byte[] data)
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{
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using (var inp = new MemoryStream(data))
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using (var ds = new DeflateStream(inp, CompressionMode.Decompress))
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using (var outp = new MemoryStream())
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{
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ds.CopyTo(outp);
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return outp.ToArray();
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}
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}
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}
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