Fix map synchronization between host and clients

Problem: Clients received WorldSeed packet before ServerSettings,
causing world generation with wrong mapSize/mapBias/mapRivers
parameters. Same seed but different parameters = different maps.

Solution: Include all map parameters directly in WorldSeed packet:
- WorldSize (map size)
- WorldType (map bias - continents/islands/etc)
- WorldRivers (river/lake density)

Now packet order doesn't matter - WorldSeed has everything needed
for identical world generation across all clients.

Changes:
- WorldSeed.cs: Add map parameters, set before Generate()
- ClientConnected.cs: Send full world params to joining clients
- ServerLobbyScript.cs: Send full params on new world generation
- Added [WORLD SYNC] debug logging

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
This commit is contained in:
2025-12-14 21:00:15 +01:00
parent 4057cf37c5
commit c4eb7e944d
4 changed files with 28 additions and 6 deletions

View File

@@ -18,11 +18,8 @@ namespace KCM.Enums
KingdomName = 32,
StartGame = 33,
WorldSeed = 34,
Building = 50,
BuildingOnPlacement = 51,
World = 70,
WorldPlace = 71,
FellTree = 72,