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>
Remove MainMenuMode.StartGame() reflection call that expected
"Choose Your Map" screen state. Clients never see this screen
in multiplayer, causing null references. Now transitions directly
to playing mode like save loading does.
Fixes: NullReferenceException at MainMenuMode.StartGame()
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>