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>