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