docs: BLUEPRINT_FORMAT.md + README updates for the v2 container (terrain-water task 02)
Byte-accurate v2 contract (magic/version, tagged sections, registered FourCC table, validation rules, re-encode sentinels, extension path) plus the v1 legacy summary — v1 stays live per the safety-net plan. READMEs updated additively: parser dispatch, dual-write outputs, harness usage, server params cross-check, wire-format hazard rewording (u8 on v2 path, range-checked; append-only rule unchanged). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -8,11 +8,15 @@ future multiplayer setup this is the side that dictates terrain and ships chunk
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Attached to the `World` root node of `Scenes/Main.tscn`. Runs the whole 3D world at boot.
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### Startup
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1. Loads `ServerConfig.json` and the seed's `.dat` blueprint.
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2. **Finds the Capitol** in the parsed town list and uses it as the world origin point.
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3. Converts its pixel position to chunk coordinates (`pixel / CHUNK_SIZE`).
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4. Builds a `(2 × ChunkRadius)²` grid of chunks around it — **synchronously, all at boot**.
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5. Teleports the `Camera3D` to 120 m above the Capitol, looking down.
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1. Loads `ServerConfig.json` and the seed's `.dat` blueprint (v2 or legacy v1 — the parser
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dispatches automatically; see `Core/Scripts/BLUEPRINT_FORMAT.md`).
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2. **Cross-checks the blueprint's embedded params** (v2 only) against the config and logs a
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prominent `BLUEPRINT/CONFIG DESYNC` warning if the seed or MapSize disagree — a config edited
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after generation is loud now, not silent.
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3. **Finds the Capitol** in the parsed town list and uses it as the world origin point.
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4. Converts its pixel position to chunk coordinates (`pixel / CHUNK_SIZE`).
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5. Builds a `(2 × ChunkRadius)²` grid of chunks around it — **synchronously, all at boot**.
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6. Teleports the `Camera3D` to 120 m above the Capitol, looking down.
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⚠ **Two things to know about startup.** The chunk grid is built in one blocking pass with no
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streaming or unloading, so `ChunkRadius` directly controls boot cost — 32 means 4,096 chunks and
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