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.
This commit is contained in:
itsRevela
2026-03-24 13:07:04 -05:00
parent 5dad6c24f7
commit 08f14e32ae
10 changed files with 66 additions and 9 deletions
+2 -2
View File
@@ -36,9 +36,9 @@ private:
static void getFracs(intArray indices, float *fracs); // 4J added
public:
#ifdef __PSVITA__
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
static int64_t findSeed(LevelType *generator, bool* pServerRunning, int worldSizeChunks = 54);
#else
static int64_t findSeed(LevelType *generator); // 4J added
static int64_t findSeed(LevelType *generator, int worldSizeChunks = 54);
#endif
~BiomeSource();