Files
K-C-Multiplayer/Enums/Packets.cs
devbeni c4eb7e944d 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>
2025-12-14 21:00:15 +01:00

47 lines
1.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace KCM.Enums
{
public enum Packets
{
ClientConnected = 25,
PlayerList = 26,
ChatSystemMessage = 27,
ChatMessage = 28,
ServerSettings = 29,
PlayerReady = 30,
PlayerBanner = 31,
KingdomName = 32,
StartGame = 33,
WorldSeed = 34,
Building = 50,
BuildingOnPlacement = 51,
World = 70,
WorldPlace = 71,
FellTree = 72,
ShakeTree = 73,
GrowTree = 74,
UpdateConstruction = 75,
SetSpeed = 76,
CompleteBuild = 77,
WorldPlaceBatch = 78,
ChangeWeather = 79,
ShowModal = 80,
ServerHandshake = 81,
SpawnSiegeDragon = 82,
SpawnMamaDragon = 83,
SpawnBabyDragon = 84,
SaveTransferPacket = 85,
UpdateState = 86,
BuildingStatePacket = 87,
AddVillager = 88,
SetupInitialWorkers = 89,
VillagerTeleportTo = 90,
PlaceKeepRandomly = 91
}
}