Add collaborative surface drawing

This commit is contained in:
Alexander Sellite 2026-08-01 22:55:39 -04:00
parent 6b7ef4c11b
commit b92c55562d
28 changed files with 3504 additions and 2 deletions

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class_name SurfaceDrawingCanvas
extends Node3D
const GUIDED_PIXEL_FILL: float = 0.88
const FINISHED_PIXEL_FILL: float = 1.0
const SURFACE_OFFSET: float = 0.012
const LAYER_OFFSET_STEP: float = 0.0002
const SURFACE_SAMPLE_DEPTH: float = 0.45
var canvas_id: String = ""
var grid_width: int = 0
var grid_height: int = 0
var cell_size: float = 0.0
var revision: int = -1
var creator_fingerprint: String = ""
var _surface_origin: Vector3
var _surface_normal: Vector3
var _surface_tangent: Vector3
var _surface_bitangent: Vector3
var _cells: Dictionary[int, Dictionary] = {}
var _color_meshes: Dictionary[StringName, MultiMeshInstance3D] = {}
var _grid_instance: MeshInstance3D
var _guide_visible: bool = true
var _finalized: bool = false
var _layer: int = 0
var _stencil_requested_visible: bool = false
var _relationships: PlayerRelationshipStore
var _solid_surface_mask: int = 1
func setup(
data: Dictionary,
relationships: PlayerRelationshipStore,
solid_surface_mask: int = 1,
) -> bool:
if not SurfaceDrawingProtocol.validate_canvas_state(data):
return false
canvas_id = str(data["canvas_id"])
grid_width = int(data["width"])
grid_height = int(data["height"])
cell_size = float(data["cell_size"])
revision = int(data["revision"])
creator_fingerprint = str(data["creator_fingerprint"])
_finalized = bool(data.get("finalized", false))
_guide_visible = bool(data.get("guide_visible", true)) and not _finalized
_layer = int(data.get("layer", 0))
_surface_origin = SurfaceDrawingProtocol.array_to_vector(data["origin"])
_surface_normal = SurfaceDrawingProtocol.array_to_vector(
data["normal"]
).normalized()
_surface_tangent = SurfaceDrawingProtocol.array_to_vector(
data["tangent"]
)
_surface_tangent = (
_surface_tangent - _surface_normal * _surface_tangent.dot(_surface_normal)
).normalized()
if _surface_normal.is_zero_approx() or _surface_tangent.is_zero_approx():
return false
_surface_bitangent = _surface_normal.cross(_surface_tangent).normalized()
_relationships = relationships
_solid_surface_mask = solid_surface_mask
_cells.clear()
for cell_value: Variant in data["cells"]:
var cell: Dictionary = cell_value
_cells[_cell_key(int(cell["x"]), int(cell["y"]))] = cell.duplicate(true)
_build_grid()
_rebuild_pixels()
return true
func apply_update(data: Dictionary) -> bool:
if (
not SurfaceDrawingProtocol.validate_canvas_update(data)
or str(data["canvas_id"]) != canvas_id
or int(data["revision"]) <= revision
):
return false
for edit_value: Variant in data["edits"]:
var edit: Dictionary = edit_value
var key: int = _cell_key(int(edit["x"]), int(edit["y"]))
if str(edit["color_id"]).is_empty():
_cells.erase(key)
else:
_cells[key] = edit.duplicate(true)
revision = int(data["revision"])
_rebuild_pixels()
return true
func apply_guide_update(data: Dictionary) -> bool:
if (
not SurfaceDrawingProtocol.validate_guide_update(data)
or str(data["canvas_id"]) != canvas_id
or int(data["revision"]) <= revision
):
return false
revision = int(data["revision"])
_finalized = bool(data["finalized"])
_guide_visible = bool(data["guide_visible"]) and not _finalized
_refresh_grid_visibility()
_rebuild_pixels()
return true
func refresh_relationship_visibility() -> void:
_rebuild_pixels()
func set_stencil_visible(should_be_visible: bool) -> void:
_stencil_requested_visible = should_be_visible
_refresh_grid_visibility()
func is_guide_visible() -> bool:
return _guide_visible
func is_finalized() -> bool:
return _finalized
func get_rendered_pixel_size() -> float:
return cell_size * _pixel_fill()
func contains_world_point(world_point: Vector3, tolerance: float = 0.3) -> bool:
var relative: Vector3 = world_point - _surface_origin
if absf(relative.dot(_surface_normal)) > tolerance:
return false
var half_width: float = float(grid_width) * cell_size * 0.5
var half_height: float = float(grid_height) * cell_size * 0.5
var horizontal: float = relative.dot(_surface_tangent)
var vertical: float = relative.dot(_surface_bitangent)
return (
horizontal >= -half_width
and horizontal < half_width
and vertical >= -half_height
and vertical < half_height
)
func get_surface_plane_distance(world_point: Vector3) -> float:
return absf((world_point - _surface_origin).dot(_surface_normal))
func cell_at_world_point(world_point: Vector3) -> Vector2i:
var relative: Vector3 = world_point - _surface_origin
var half_width: float = float(grid_width) * cell_size * 0.5
var half_height: float = float(grid_height) * cell_size * 0.5
var x: int = floori(
(relative.dot(_surface_tangent) + half_width) / cell_size
)
var y: int = floori(
(relative.dot(_surface_bitangent) + half_height) / cell_size
)
if x < 0 or x >= grid_width or y < 0 or y >= grid_height:
return Vector2i(-1, -1)
return Vector2i(x, y)
func get_cell_world_position(x: int, y: int) -> Vector3:
var horizontal: float = (
(float(x) + 0.5 - float(grid_width) * 0.5) * cell_size
)
var vertical: float = (
(float(y) + 0.5 - float(grid_height) * 0.5) * cell_size
)
return (
_surface_origin
+ _surface_tangent * horizontal
+ _surface_bitangent * vertical
)
func get_surface_normal() -> Vector3:
return _surface_normal
func get_surface_tangent() -> Vector3:
return _surface_tangent
func get_surface_bitangent() -> Vector3:
return _surface_bitangent
func get_cell_surface_transform(
x: int,
y: int,
fill: float = 0.94,
) -> Transform3D:
if x < 0 or x >= grid_width or y < 0 or y >= grid_height:
return Transform3D.IDENTITY
return global_transform * _sample_cell_transform(x, y, fill)
func get_authoritative_cells() -> Array[Dictionary]:
var result: Array[Dictionary] = []
for value: Dictionary in _cells.values():
result.append(value.duplicate(true))
result.sort_custom(func(a: Dictionary, b: Dictionary) -> bool:
var a_key: int = _cell_key(int(a["x"]), int(a["y"]))
var b_key: int = _cell_key(int(b["x"]), int(b["y"]))
return a_key < b_key
)
return result
func _build_grid() -> void:
if _grid_instance != null:
_grid_instance.queue_free()
var immediate := ImmediateMesh.new()
var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
material.albedo_color = Color(0.75, 0.94, 0.96, 0.38)
material.no_depth_test = false
immediate.surface_begin(Mesh.PRIMITIVE_LINES, material)
var half_width: float = float(grid_width) * cell_size * 0.5
var half_height: float = float(grid_height) * cell_size * 0.5
for x: int in range(grid_width + 1):
var horizontal: float = -half_width + float(x) * cell_size
for y_segment: int in range(grid_height):
var start_vertical: float = (
-half_height + float(y_segment) * cell_size
)
_add_grid_vertex(
immediate,
_surface_origin + _surface_tangent * horizontal
+ _surface_bitangent * start_vertical,
)
_add_grid_vertex(
immediate,
_surface_origin + _surface_tangent * horizontal
+ _surface_bitangent * (start_vertical + cell_size),
)
for y: int in range(grid_height + 1):
var vertical: float = -half_height + float(y) * cell_size
for x_segment: int in range(grid_width):
var start_horizontal: float = (
-half_width + float(x_segment) * cell_size
)
_add_grid_vertex(
immediate,
_surface_origin + _surface_tangent * start_horizontal
+ _surface_bitangent * vertical,
)
_add_grid_vertex(
immediate,
_surface_origin
+ _surface_tangent * (start_horizontal + cell_size)
+ _surface_bitangent * vertical,
)
immediate.surface_end()
_grid_instance = MeshInstance3D.new()
_grid_instance.name = "PixelGrid"
_grid_instance.mesh = immediate
_grid_instance.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
add_child(_grid_instance)
_refresh_grid_visibility()
func _add_grid_vertex(immediate: ImmediateMesh, world_point: Vector3) -> void:
var sampled: Dictionary = _sample_surface(world_point)
var point: Vector3 = sampled["position"]
var normal: Vector3 = sampled["normal"]
immediate.surface_add_vertex(
to_local(point + normal * (_surface_offset() * 1.5))
)
func _rebuild_pixels() -> void:
for instance: MultiMeshInstance3D in _color_meshes.values():
instance.queue_free()
_color_meshes.clear()
var cells_by_color: Dictionary[StringName, Array] = {}
for cell: Dictionary in _cells.values():
var author_fingerprint: String = str(cell.get("author_fingerprint", ""))
if (
_relationships != null
and _relationships.is_blocked(author_fingerprint)
):
continue
var color_id := StringName(str(cell.get("color_id", "")))
if not SurfaceDrawingPalette.has_color(color_id):
continue
var color_cells: Array = cells_by_color.get(color_id, [])
color_cells.append(cell)
cells_by_color[color_id] = color_cells
for color_id: StringName in cells_by_color:
_create_color_mesh(color_id, cells_by_color[color_id])
func _create_color_mesh(color_id: StringName, cells: Array) -> void:
if cells.is_empty():
return
var quad := QuadMesh.new()
quad.size = Vector2.ONE
var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.albedo_color = SurfaceDrawingPalette.get_color(color_id)
material.cull_mode = BaseMaterial3D.CULL_DISABLED
quad.material = material
var multimesh := MultiMesh.new()
multimesh.transform_format = MultiMesh.TRANSFORM_3D
multimesh.mesh = quad
multimesh.instance_count = cells.size()
for cell_index: int in range(cells.size()):
var cell: Dictionary = cells[cell_index]
multimesh.set_instance_transform(
cell_index,
_sample_cell_transform(
int(cell["x"]), int(cell["y"]), _pixel_fill()
),
)
var instance := MultiMeshInstance3D.new()
instance.name = "Pixels_%s" % color_id
instance.multimesh = multimesh
instance.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
add_child(instance)
_color_meshes[color_id] = instance
func _sample_cell_transform(
x: int,
y: int,
fill: float = GUIDED_PIXEL_FILL,
) -> Transform3D:
var expected: Vector3 = get_cell_world_position(x, y)
var sampled: Dictionary = _sample_surface(expected)
var point: Vector3 = sampled["position"]
var normal: Vector3 = sampled["normal"]
var tangent: Vector3 = (
_surface_tangent - normal * _surface_tangent.dot(normal)
).normalized()
if tangent.is_zero_approx():
tangent = normal.cross(Vector3.UP).normalized()
if tangent.is_zero_approx():
tangent = Vector3.RIGHT
var bitangent: Vector3 = normal.cross(tangent).normalized()
var pixel_size: float = cell_size * clampf(fill, 0.05, 1.0)
var basis := Basis(
tangent * pixel_size,
bitangent * pixel_size,
normal,
)
return Transform3D(
basis,
to_local(point + normal * _surface_offset()),
)
func _sample_surface(expected: Vector3) -> Dictionary:
var point: Vector3 = expected
var normal: Vector3 = _surface_normal
var world: World3D = get_world_3d()
if world != null:
var query := PhysicsRayQueryParameters3D.create(
expected + _surface_normal * SURFACE_SAMPLE_DEPTH,
expected - _surface_normal * SURFACE_SAMPLE_DEPTH,
_solid_surface_mask,
)
query.collide_with_areas = false
query.collide_with_bodies = true
var hit: Dictionary = world.direct_space_state.intersect_ray(query)
if (
not hit.is_empty()
and hit.get("collider") is StaticBody3D
):
var hit_normal: Vector3 = hit.get("normal", _surface_normal)
if hit_normal.dot(_surface_normal) >= 0.35:
var hit_position: Vector3 = hit.get("position", expected)
point = hit_position
normal = hit_normal.normalized()
return {"position": point, "normal": normal}
func _pixel_fill() -> float:
return GUIDED_PIXEL_FILL if _guide_visible else FINISHED_PIXEL_FILL
func _surface_offset() -> float:
return SURFACE_OFFSET + float(_layer) * LAYER_OFFSET_STEP
func _refresh_grid_visibility() -> void:
if _grid_instance != null:
_grid_instance.visible = _stencil_requested_visible and _guide_visible
func _cell_key(x: int, y: int) -> int:
return y * grid_width + x

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shader_type spatial;
render_mode unshaded, cull_disabled, depth_draw_never;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
void fragment() {
vec3 surface_color = textureLod(screen_texture, SCREEN_UV, 0.0).rgb;
vec3 inverted_color = vec3(1.0) - surface_color;
ALBEDO = inverted_color;
EMISSION = inverted_color;
}

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class_name SurfaceDrawingPalette
extends RefCounted
const DEFAULT_COLOR_ID: StringName = &"chalk_white"
# Stable IDs are the network and future progression boundary. New colors may
# be appended without changing drawings created with an older palette.
const COLORS: Array[Dictionary] = [
{"id": &"chalk_white", "name": "Chalk white", "color": Color("f5eed9")},
{"id": &"ocean_teal", "name": "Ocean teal", "color": Color("35b9c7")},
{"id": &"coral", "name": "Coral", "color": Color("ef5b62")},
{"id": &"sunny", "name": "Sunny", "color": Color("ffd166")},
{"id": &"leaf", "name": "Leaf", "color": Color("46c878")},
{"id": &"blue", "name": "Blue", "color": Color("5596f6")},
{"id": &"violet", "name": "Violet", "color": Color("b176e8")},
{"id": &"charcoal", "name": "Charcoal", "color": Color("28251f")},
]
static func has_color(color_id: StringName) -> bool:
return not get_entry(color_id).is_empty()
static func get_entry(color_id: StringName) -> Dictionary:
for entry: Dictionary in COLORS:
if StringName(entry.get("id", &"")) == color_id:
return entry
return {}
static func get_color(color_id: StringName) -> Color:
var entry: Dictionary = get_entry(color_id)
var value: Variant = entry.get("color", Color.WHITE)
return value if typeof(value) == TYPE_COLOR else Color.WHITE
static func get_display_name(color_id: StringName) -> String:
return str(get_entry(color_id).get("name", "Unknown"))
static func get_color_ids() -> Array[StringName]:
var result: Array[StringName] = []
for entry: Dictionary in COLORS:
result.append(StringName(entry.get("id", &"")))
return result
static func filter_unlocked_ids(
unlocked_ids: Array[StringName],
) -> Array[StringName]:
var result: Array[StringName] = []
for color_id: StringName in unlocked_ids:
if has_color(color_id) and color_id not in result:
result.append(color_id)
if result.is_empty():
result.append(DEFAULT_COLOR_ID)
return result

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class_name SurfaceDrawingPlacement
extends RefCounted
const SNAP_DISTANCE: float = 0.55
const SNAP_PLANE_DISTANCE: float = 0.18
const SNAP_NORMAL_DOT: float = 0.94
static func resolve(
origin: Vector3,
normal: Vector3,
fallback_tangent: Vector3,
canvas_states: Array[Dictionary],
) -> Dictionary:
var surface_normal: Vector3 = normal.normalized()
var surface_tangent: Vector3 = _projected_tangent(
fallback_tangent, surface_normal
)
var best: Dictionary = {
"origin": origin,
"normal": surface_normal,
"tangent": surface_tangent,
"snapped": false,
}
var nearest_distance: float = SNAP_DISTANCE
for state: Dictionary in canvas_states:
if not SurfaceDrawingProtocol.validate_canvas_state(state):
continue
var anchor_normal: Vector3 = SurfaceDrawingProtocol.array_to_vector(
state["normal"]
).normalized()
if anchor_normal.dot(surface_normal) < SNAP_NORMAL_DOT:
continue
var anchor_origin: Vector3 = SurfaceDrawingProtocol.array_to_vector(
state["origin"]
)
var relative: Vector3 = origin - anchor_origin
if absf(relative.dot(anchor_normal)) > SNAP_PLANE_DISTANCE:
continue
var anchor_tangent: Vector3 = _projected_tangent(
SurfaceDrawingProtocol.array_to_vector(state["tangent"]),
anchor_normal,
)
var anchor_bitangent: Vector3 = anchor_normal.cross(
anchor_tangent
).normalized()
var width: float = float(state["width"]) * float(state["cell_size"])
var height: float = float(state["height"]) * float(state["cell_size"])
if width <= 0.0 or height <= 0.0:
continue
var horizontal_step: int = roundi(relative.dot(anchor_tangent) / width)
var vertical_step: int = roundi(relative.dot(anchor_bitangent) / height)
if horizontal_step == 0 and vertical_step == 0:
continue
var candidate: Vector3 = (
anchor_origin
+ anchor_tangent * float(horizontal_step) * width
+ anchor_bitangent * float(vertical_step) * height
)
var distance: float = candidate.distance_to(origin)
if distance > nearest_distance:
continue
nearest_distance = distance
best = {
"origin": candidate,
"normal": anchor_normal,
"tangent": anchor_tangent,
"snapped": true,
}
return best
static func _projected_tangent(
value: Vector3,
normal: Vector3,
) -> Vector3:
var tangent: Vector3 = (value - normal * value.dot(normal)).normalized()
if tangent.is_zero_approx():
tangent = Vector3.UP.cross(normal).normalized()
if tangent.is_zero_approx():
tangent = Vector3.RIGHT
return tangent

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class_name SurfaceDrawingProtocol
extends RefCounted
const CAPABILITY: StringName = &"surface_drawing_v1"
const RELIABLE_CHANNEL: int = NetworkProtocol.ITEM_RELIABLE_CHANNEL
const GRID_WIDTH: int = 32
const GRID_HEIGHT: int = 32
const CELL_SIZE: float = 0.075
const MAX_ACTIVE_CANVASES: int = 24
const MAX_CANVASES: int = 48
const MAX_EDITS_PER_REQUEST: int = 16
const MAX_CANVAS_ID_LENGTH: int = 64
const MAX_REQUEST_ID_LENGTH: int = 64
const MAX_STROKE_ID_LENGTH: int = 64
const MAX_SESSION_ID_LENGTH: int = 96
const MAX_COORDINATE: float = 10000.0
static func validate_canvas_request(data: Variant) -> bool:
if typeof(data) != TYPE_DICTIONARY:
return false
var value: Dictionary = data
return (
_valid_common(value)
and _valid_vector(value.get("origin"))
and _valid_vector(value.get("normal"))
and _valid_vector(value.get("tangent"))
and typeof(value.get("width")) == TYPE_INT
and int(value["width"]) == GRID_WIDTH
and typeof(value.get("height")) == TYPE_INT
and int(value["height"]) == GRID_HEIGHT
and typeof(value.get("cell_size")) in [TYPE_FLOAT, TYPE_INT]
and is_equal_approx(float(value["cell_size"]), CELL_SIZE)
)
static func validate_edit_request(data: Variant) -> bool:
if typeof(data) != TYPE_DICTIONARY:
return false
var value: Dictionary = data
if (
not _valid_common(value)
or typeof(value.get("canvas_id")) != TYPE_STRING
or str(value["canvas_id"]).is_empty()
or str(value["canvas_id"]).length() > MAX_CANVAS_ID_LENGTH
or not _valid_stroke_id(value.get("stroke_id"))
or typeof(value.get("edits")) != TYPE_ARRAY
):
return false
var edits: Array = value["edits"]
if edits.is_empty() or edits.size() > MAX_EDITS_PER_REQUEST:
return false
for edit_value: Variant in edits:
if not validate_cell_edit(edit_value):
return false
return true
static func validate_guide_request(data: Variant) -> bool:
if typeof(data) != TYPE_DICTIONARY:
return false
var value: Dictionary = data
return (
_valid_common(value)
and _valid_canvas_id(value.get("canvas_id"))
and typeof(value.get("guide_visible")) == TYPE_BOOL
and typeof(value.get("finalized")) == TYPE_BOOL
)
static func validate_undo_request(data: Variant) -> bool:
if typeof(data) != TYPE_DICTIONARY:
return false
var value: Dictionary = data
return _valid_common(value) and _valid_stroke_id(value.get("stroke_id"))
static func validate_canvas_state(data: Variant) -> bool:
if typeof(data) != TYPE_DICTIONARY:
return false
var value: Dictionary = data
if (
typeof(value.get("session_id")) != TYPE_STRING
or str(value["session_id"]).is_empty()
or str(value["session_id"]).length() > MAX_SESSION_ID_LENGTH
or typeof(value.get("canvas_id")) != TYPE_STRING
or str(value["canvas_id"]).is_empty()
or str(value["canvas_id"]).length() > MAX_CANVAS_ID_LENGTH
or not _valid_vector(value.get("origin"))
or not _valid_vector(value.get("normal"))
or not _valid_vector(value.get("tangent"))
or typeof(value.get("width")) != TYPE_INT
or int(value["width"]) != GRID_WIDTH
or typeof(value.get("height")) != TYPE_INT
or int(value["height"]) != GRID_HEIGHT
or typeof(value.get("cell_size")) not in [TYPE_FLOAT, TYPE_INT]
or not is_equal_approx(float(value["cell_size"]), CELL_SIZE)
or typeof(value.get("revision")) != TYPE_INT
or int(value["revision"]) < 0
or typeof(value.get("guide_visible", true)) != TYPE_BOOL
or typeof(value.get("finalized", false)) != TYPE_BOOL
or typeof(value.get("layer", 0)) != TYPE_INT
or int(value.get("layer", 0)) < 0
or not NetworkIdentityCrypto.valid_fingerprint(
value.get("creator_fingerprint")
)
or typeof(value.get("cells")) != TYPE_ARRAY
):
return false
var cells: Array = value["cells"]
if cells.size() > GRID_WIDTH * GRID_HEIGHT:
return false
for cell_value: Variant in cells:
if not validate_authoritative_cell(cell_value):
return false
return true
static func validate_guide_update(data: Variant) -> bool:
if typeof(data) != TYPE_DICTIONARY:
return false
var value: Dictionary = data
return (
typeof(value.get("session_id")) == TYPE_STRING
and not str(value["session_id"]).is_empty()
and str(value["session_id"]).length() <= MAX_SESSION_ID_LENGTH
and _valid_canvas_id(value.get("canvas_id"))
and typeof(value.get("revision")) == TYPE_INT
and int(value["revision"]) >= 1
and typeof(value.get("guide_visible")) == TYPE_BOOL
and typeof(value.get("finalized")) == TYPE_BOOL
)
static func validate_canvas_update(data: Variant) -> bool:
if typeof(data) != TYPE_DICTIONARY:
return false
var value: Dictionary = data
if (
typeof(value.get("session_id")) != TYPE_STRING
or str(value["session_id"]).is_empty()
or str(value["session_id"]).length() > MAX_SESSION_ID_LENGTH
or typeof(value.get("canvas_id")) != TYPE_STRING
or str(value["canvas_id"]).is_empty()
or str(value["canvas_id"]).length() > MAX_CANVAS_ID_LENGTH
or typeof(value.get("revision")) != TYPE_INT
or int(value["revision"]) < 1
or typeof(value.get("edits")) != TYPE_ARRAY
):
return false
var edits: Array = value["edits"]
if edits.is_empty() or edits.size() > MAX_EDITS_PER_REQUEST:
return false
for edit_value: Variant in edits:
if not validate_authoritative_cell(edit_value, true):
return false
return true
static func validate_cell_edit(data: Variant) -> bool:
if typeof(data) != TYPE_DICTIONARY:
return false
var value: Dictionary = data
if (
typeof(value.get("x")) != TYPE_INT
or int(value["x"]) < 0
or int(value["x"]) >= GRID_WIDTH
or typeof(value.get("y")) != TYPE_INT
or int(value["y"]) < 0
or int(value["y"]) >= GRID_HEIGHT
or typeof(value.get("color_id")) not in [TYPE_STRING, TYPE_STRING_NAME]
):
return false
var color_id := StringName(str(value["color_id"]))
return color_id.is_empty() or SurfaceDrawingPalette.has_color(color_id)
static func validate_authoritative_cell(
data: Variant,
allow_erased: bool = false,
) -> bool:
if not validate_cell_edit(data):
return false
var value: Dictionary = data
var color_id := StringName(str(value["color_id"]))
if color_id.is_empty():
return allow_erased and str(value.get("author_fingerprint", "")).is_empty()
return NetworkIdentityCrypto.valid_fingerprint(
value.get("author_fingerprint")
)
static func vector_to_array(value: Vector3) -> Array[float]:
return [value.x, value.y, value.z]
static func array_to_vector(value: Variant) -> Vector3:
if not _valid_vector(value):
return Vector3.ZERO
var array: Array = value
return Vector3(float(array[0]), float(array[1]), float(array[2]))
static func _valid_common(value: Dictionary) -> bool:
return (
typeof(value.get("request_id")) == TYPE_STRING
and not str(value["request_id"]).is_empty()
and str(value["request_id"]).length() <= MAX_REQUEST_ID_LENGTH
and typeof(value.get("session_id")) == TYPE_STRING
and not str(value["session_id"]).is_empty()
and str(value["session_id"]).length() <= MAX_SESSION_ID_LENGTH
)
static func _valid_canvas_id(value: Variant) -> bool:
return (
typeof(value) == TYPE_STRING
and not str(value).is_empty()
and str(value).length() <= MAX_CANVAS_ID_LENGTH
)
static func _valid_stroke_id(value: Variant) -> bool:
return (
typeof(value) == TYPE_STRING
and not str(value).is_empty()
and str(value).length() <= MAX_STROKE_ID_LENGTH
)
static func _valid_vector(value: Variant) -> bool:
if typeof(value) != TYPE_ARRAY:
return false
var array: Array = value
if array.size() != 3:
return false
for component: Variant in array:
if typeof(component) not in [TYPE_FLOAT, TYPE_INT]:
return false
var number: float = float(component)
if not is_finite(number) or absf(number) > MAX_COORDINATE:
return false
return true

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