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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@@ -13,6 +13,11 @@ namespace KCM.Packets.Lobby
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public override ushort packetId => (int)Enums.Packets.WorldSeed;
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public int Seed { get; set; }
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// Map parameters to ensure correct generation
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public World.MapSize WorldSize { get; set; }
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public World.MapBias WorldType { get; set; }
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public World.MapRiverLakes WorldRivers { get; set; }
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public override void HandlePacketServer()
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{
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//SetWorldSeed();
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@@ -27,12 +32,21 @@ namespace KCM.Packets.Lobby
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{
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try
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{
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// Set map parameters BEFORE generating to ensure correct world
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World.inst.mapSize = WorldSize;
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World.inst.mapBias = WorldType;
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World.inst.mapRiverLakes = WorldRivers;
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Main.helper.Log($"[WORLD SYNC] Generating world - Seed: {Seed}, Size: {WorldSize}, Type: {WorldType}, Rivers: {WorldRivers}");
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foreach (var player in Main.kCPlayers.Values)
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player.inst.Reset();
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World.inst.Generate(Seed);
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Vector3 center = World.inst.GetCellData(World.inst.GridWidth / 2, World.inst.GridHeight / 2).Center;
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Cam.inst.SetTrackingPos(center);
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Main.helper.Log("[WORLD SYNC] World generation complete");
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}
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catch (Exception e)
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{
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