Add seed validation for server world creation and override-seed property
The dedicated server previously picked a completely random seed with no biome diversity checks (the client validates but the server skipped it). On top of that, the client's findSeed() was hardcoded to only check a 54-chunk (Classic) area, so Large worlds had no diversity guarantee beyond the center. New server worlds now use findSeed() scaled to the full target world size. Added override-seed in server.properties to fix existing worlds without deleting them.
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@@ -36,9 +36,9 @@ private:
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static void getFracs(intArray indices, float *fracs); // 4J added
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public:
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#ifdef __PSVITA__
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static int64_t findSeed(LevelType *generator, bool* pServerRunning); // MGH - added pRunning, so we can early out of this on Vita as it can take up to 60 secs // 4J added
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static int64_t findSeed(LevelType *generator, bool* pServerRunning, int worldSizeChunks = 54);
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#else
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static int64_t findSeed(LevelType *generator); // 4J added
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static int64_t findSeed(LevelType *generator, int worldSizeChunks = 54);
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#endif
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~BiomeSource();
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