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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@ -8,16 +8,24 @@ define what things are and how to calculate them; they never remember what is cu
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### `MapDataParser.cs` — the data bridge
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### `MapDataParser.cs` — the data bridge
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Deserializes the binary `.dat` blueprint written by `/Tools` into a `WorldBlueprint` held in RAM:
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Deserializes the binary `.dat` blueprint written by `/Tools` into a `WorldBlueprint` held in RAM:
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map size, the float heightmap, the biome map, town locations, and **all four tiers** of A\* road
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map size, the float heightmap, the biome map, town locations, **all four tiers** of A\* road
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vectors (Highways, Branch Roads, Rugged Roads, Trails).
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vectors (Highways, Branch Roads, Rugged Roads, Trails), and — from v2 files — the embedded
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generation params (seed, sizes, impact centre, provenance) and each town's highway-node flag.
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Read order is fixed and must match the writer exactly: magic string `"ISLA_V1"` → map size →
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**Two formats are live** (byte-accurate contract: `Core/Scripts/BLUEPRINT_FORMAT.md`). The parser
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per-pixel `{height float, biome int}` in x-major order → towns → the four road tiers in order.
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dispatches on the file's first byte:
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- **v2 (primary)** — raw `ISLA` magic, u32 version gate, then tagged sections
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`[u32 tag][u64 length][payload]`. Unknown tags are skipped by length, so future sections are
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invisible to older readers. Validated on read: version, MapSize bounds, section lengths against
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the file, biome/tier ordinal ranges.
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- **v1 (legacy)** — the positional `"ISLA_V1"` format, still written beside v2 as `_v1.dat` and
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still loadable (with a deprecation warning) until a future removal task.
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⚠ **Wire-format hazard.** Biome and town-tier enums are serialized as their **ordinal values**, with
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⚠ **Wire-format hazard.** Biome and town-tier enums are serialized as their **ordinal values**
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no version gate and no range validation on read. **Never reorder or insert members** in `Enums.cs` —
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(u8 in v2, i32 in v1). **Never reorder or insert members** in `Enums.cs` — append only, at the end.
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append only, at the end. Reordering silently reinterprets every pixel of every existing `.dat`.
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v2's range checks make drift fail loudly at parse time; legacy v1 has no validation and silently
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(`RoadTier` is exempt: road tiers are stored in separate file sections, so that enum never hits disk.)
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reinterprets every pixel. (`RoadTier` is exempt: road tiers are stored in separate file sections —
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tagged in v2, positional in v1 — so that enum never hits disk.)
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### `ChunkData.cs` + `Constants.cs` — voxel containers and tuning
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### `ChunkData.cs` + `Constants.cs` — voxel containers and tuning
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- **Chunk dimensions:** `24 × 24` horizontal, `256` vertical (`Constants.cs`).
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- **Chunk dimensions:** `24 × 24` horizontal, `256` vertical (`Constants.cs`).
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116
Core/Scripts/BLUEPRINT_FORMAT.md
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116
Core/Scripts/BLUEPRINT_FORMAT.md
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@ -0,0 +1,116 @@
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# BLUEPRINT_FORMAT — the `.dat` container, v2 (and the v1 legacy summary)
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The `.dat` blueprint is the sole handoff from the offline generator (`/Tools`) to the server
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(`/Server`). This document is the byte-accurate contract. Code authority: constants in
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`BlueprintFormat.cs`, writer in `BlueprintWriter.cs`, reader in `MapDataParser.cs`. On any
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disagreement between this file and the code, the code wins and this file must be corrected.
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- **Byte order: little-endian throughout** (BinaryWriter/BinaryReader platform default; stated here
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because the format itself records no endianness marker).
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- **File naming:** `user://MapData_Seed_<seed>.dat`, where `<seed>` is the generator's **resolved**
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noise seed. The server looks the file up by config `WorldSeed` — a config seed of 0 ("randomize")
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therefore never finds the file it just generated (historical hazard H4; config-side, unchanged).
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- The generator currently **dual-writes**: v2 under the primary name, legacy v1 beside it as
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`MapData_Seed_<seed>_v1.dat`. The v1 fallback is scheduled for removal in a future task.
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## Format detection
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The reader dispatches on the **first byte** of the file:
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| First byte | Format | Why it's unambiguous |
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|---|---|---|
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| `0x49` (`'I'`) | **v2** — opens with the raw 4 bytes `ISLA` | v2's magic is raw bytes, deliberately not a .NET string |
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| `0x07` | **v1 (legacy)** — opens with the length-prefixed .NET string `"ISLA_V1"` (prefix byte 7) | v1 loads intact, with a deprecation warning |
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| anything else | rejected loudly, `null` return | |
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## v2 layout
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```
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[4 B] magic: raw bytes 'I','S','L','A' (== little-endian u32 0x414C5349)
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[4 B] format version: u32 = 2 (any other value -> loud reject, null)
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[...] sections, sequentially, until EOF
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```
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### Section framing
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Every section: `[u32 tag][u64 payload-length in bytes][payload]`.
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- **Reader rule: known tag → parse; unknown tag → skip payload-length bytes and continue.** This is
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the forward-compatibility property the v2 redesign exists to buy: a reader that predates a section
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(a future water layer, for instance) loads the file and never sees it.
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- The u64 length is deliberate headroom (a u32 caps a section at 4 GiB; a 16K-map height section
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would already be 1 GiB, and future per-pixel sections should never have to shard on length).
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- Tag values are FourCC codes stored as little-endian u32, so the on-disk bytes read as ASCII in a
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hex dump. **All tags are registered in `BlueprintFormat.cs` and in the table below — one place
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each. Never reuse a retired tag value.**
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- **Rules enforced by the reader:** the params section must be **first**; duplicate tags are an
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error; every declared length is checked against the remaining file before the payload is read; a
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parsed section must consume exactly its declared length.
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### Registered sections (v2, current content)
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| Tag (ASCII / u32) | Payload | Notes |
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|---|---|---|
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| `PRMS` / `0x534D5250` | `i32 WorldSeed` · `i32 MapSize` · `f32 CraterRadius` · `f32 DensityMultiplier` · `f32 ImpactCenterX` · `f32 ImpactCenterY` · `str GeneratedUtc` · `str GeneratorGitHash` | Mandatory, first. The **resolved** generation inputs — the file is self-describing; the server cross-checks seed and MapSize against config and warns loudly on desync. `str` = .NET length-prefixed UTF-8 (fine *inside* a length-framed section; only the file header must avoid it). `CraterRadius` is f32 because `ConfigManager.CraterRadius` is a float in code. `GeneratorGitHash` is the repo short hash or `""`. |
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| `HGTS` / `0x53544748` | `MapSize²` × `f32` height, **X outer / Y inner** | Mandatory. The second index is the map's north/south axis; the server consumes it as world **Z**. (This axis convention was never written down for v1 — it is now normative.) Length must equal `4·MapSize²`. |
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| `BIOM` / `0x4D4F4942` | `MapSize²` × `u8` biome ordinal, same pixel order | Mandatory. Ordinals from `Enums.cs::Biome` — **append-only, never reorder** (the ordinal IS the wire value). Writer refuses ordinals > 255; reader rejects ordinals ≥ the known biome count (parse-time validation; the palette's runtime Dirt fallback for in-memory values is unchanged). Length must equal `MapSize²`. |
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| `TOWN` / `0x4E574F54` | `i32 count`, then per town: `f32 X` · `f32 Y` · `u8 tier` · `u8 isHighwayNode` (0/1) | Tier ordinals from `Enums.cs::TownTier`, append-only, range-checked on read. The highway-node flag is what the generator's road topology was built from (v1 dropped it); carried and exposed on the parsed blueprint, consumed by nothing server-side yet. |
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| `RDHW` / `0x57484452` | `i32 pathCount`, then per path: `i32 pointCount` + `pointCount` × (`f32 X` · `f32 Y`) | Highway tier. **Tags, not file position, identify the tier** — the v1 order-fragility is gone. |
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| `RDBR` / `0x52424452` | same layout | Branch tier. |
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| `RDRG` / `0x47524452` | same layout | Rugged tier. |
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| `RDTL` / `0x4C544452` | same layout | Trail tier. |
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Missing `TOWN`/road sections load as empty lists with a warning; missing `PRMS`/`HGTS`/`BIOM` is an
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error. Section order after `PRMS` is not significant (the reference writer emits the table order).
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### Reader validation (v2 path)
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1. Magic and version gate — loud, specific errors; `null` return (the caller's null-check aborts
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world load cleanly).
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2. `MapSize` sanity bound **before any allocation**: `256 ≤ MapSize ≤ 32768`.
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3. Every section length checked against the remaining file length; truncation is a loud error, not
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a read-past-end crash.
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4. Section parsers must consume exactly their declared length.
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5. Biome and town-tier ordinals range-checked against the known enum counts.
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6. After load, `ServerChunkManager` compares embedded `WorldSeed`/`MapSize` against
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`ServerConfig.json` and logs a prominent desync warning on mismatch (warning, not abort).
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### Sentinel params (re-encoded files)
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A v2 file produced by re-encoding a v1 source (e.g. the round-trip harness) cannot know the
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original generation inputs. It carries: `WorldSeed = 0`, `CraterRadius = -1`, `DensityMultiplier =
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-1`, `ImpactCenter = (-1, -1)` (`MapSize` is always real). The seed cross-check skips sentinel
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seed 0. Provenance (`GeneratedUtc`, `GeneratorGitHash`) is stamped at **write** time and describes
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the file, not the original generation.
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### Size
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`total = 8 (header) + Σ per section (12 + payload)`. The pixel grid dominates: `5·MapSize²` bytes
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(4 height + 1 biome) ≈ **320 MiB at 8K**, vs v1's `8·MapSize²` ≈ 512 MiB — the u8 biome section
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saves ~192 MiB at 8K.
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### Adding a new section (the intended extension path)
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1. Register a fresh FourCC in `BlueprintFormat.cs` and in the table above.
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2. Emit it from `BlueprintWriter.WriteV2` (any position after `PRMS`).
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3. Parse it in `MapDataParser.LoadV2`'s tag dispatch.
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4. Old readers skip it automatically; **no version bump is needed for additive sections.** Bump
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`VERSION` only for changes that alter the meaning of *existing* bytes.
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## v1 legacy summary (still readable, still dual-written, removal pending)
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Positional and untagged — every field's meaning derives from its offset; no lengths, no checksums,
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no skip capability. Layout: length-prefixed string `"ISLA_V1"` → `i32 MapSize` → `MapSize²` ×
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(`f32 height` · **`i32` biome ordinal**) X-outer/Y-inner → `i32 townCount` + per town (`f32 X` ·
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`f32 Y` · `i32 tier`) → four road blocks **identified by position** (Highway → Branch → Rugged →
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Trail), each `i32 pathCount` + per path `i32 pointCount` + points. The v1 reader stops after the
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Trail block and ignores trailing bytes. No validation beyond the header string. It does not carry
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generation params, the impact centre, or the highway-node flag.
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## Shared wire-format rule (both formats)
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⚠ **`Biome` and `TownTier` ordinals are the serialized values** (u8 in v2, i32 in v1). The enums in
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`Enums.cs` are declared without explicit numeric values, so their ordinals are positional:
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**append new members only at the end; never reorder or insert.** v2 adds parse-time range checks,
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which turn enum drift from silent reinterpretation into a loud load failure — but the append-only
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rule is still what keeps old files *meaning* the same thing.
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@ -24,15 +24,25 @@ rendering.
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### Shared identifiers
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### Shared identifiers
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- **`Enums.cs`** — `Biome`, `TownTier`, `MapHalf`, `RoadTier`.
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- **`Enums.cs`** — `Biome`, `TownTier`, `MapHalf`, `RoadTier`.
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⚠ **`Biome` and `TownTier` are the `.dat` wire format.** They are declared without explicit values,
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⚠ **`Biome` and `TownTier` are the `.dat` wire format** (u8 in the v2 container, i32 in legacy
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so each member's ordinal *is* the number written to disk, with no version gate and no validation on
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v1). They are declared without explicit values, so each member's ordinal *is* the number written
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read. **Append only, at the end — never reorder or insert.** Doing so silently reinterprets every
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to disk. **Append only, at the end — never reorder or insert.** The v2 reader range-checks
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pixel and every settlement in every existing blueprint.
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ordinals so drift fails loudly at parse time, but only the append-only rule keeps old files
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*meaning* the same thing. Legacy v1 has no gate and no validation at all.
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`RoadTier` is exempt: road tiers live in separate sections of the file, so it is never serialized.
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`RoadTier` is exempt: road tiers live in separate sections of the file, so it is never serialized.
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### World data
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### World data
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- **`MapDataParser.cs`** — decodes the `.dat` blueprint into a `WorldBlueprint` (heightmap, biome map,
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- **`BLUEPRINT_FORMAT.md`** — the byte-accurate `.dat` container contract (v2 tagged sections +
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towns, four road tiers).
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the v1 legacy summary). Read this before touching the writer or parser.
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- **`BlueprintFormat.cs`** — the single registry of v2 constants: magic, version gate, section
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tags (FourCC), validation bounds, re-encode sentinels.
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- **`BlueprintWriter.cs`** — writes a `WorldBlueprint` as a v2 file. Blueprint-typed on purpose:
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the map generator and the round-trip harness are both just callers.
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- **`MapDataParser.cs`** — decodes a `.dat` blueprint into a `WorldBlueprint` (heightmap, biome map,
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towns, four road tiers, and — v2 only — the embedded generation params and per-town highway-node
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flag). Dispatches on the first byte: v2 tagged-section files get validation (version gate, size
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bounds, section-length and ordinal range checks); legacy v1 files still load, intact, with a
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deprecation warning.
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- **`ChunkData.cs`** — one chunk's density and block-ID fields, `+1` padded on every axis so the
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- **`ChunkData.cs`** — one chunk's density and block-ID fields, `+1` padded on every axis so the
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mesher can reach into the neighbouring chunk, plus the per-column data the renderer needs.
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mesher can reach into the neighbouring chunk, plus the per-column data the renderer needs.
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- **`Constants.cs`** — chunk dimensions, `ISO_LEVEL`, `VOXEL_SCALE`, and the visual/road tunables
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- **`Constants.cs`** — chunk dimensions, `ISO_LEVEL`, `VOXEL_SCALE`, and the visual/road tunables
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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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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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### Startup
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1. Loads `ServerConfig.json` and the seed's `.dat` blueprint.
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1. Loads `ServerConfig.json` and the seed's `.dat` blueprint (v2 or legacy v1 — the parser
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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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dispatches automatically; see `Core/Scripts/BLUEPRINT_FORMAT.md`).
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3. Converts its pixel position to chunk coordinates (`pixel / CHUNK_SIZE`).
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2. **Cross-checks the blueprint's embedded params** (v2 only) against the config and logs a
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4. Builds a `(2 × ChunkRadius)²` grid of chunks around it — **synchronously, all at boot**.
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prominent `BLUEPRINT/CONFIG DESYNC` warning if the seed or MapSize disagree — a config edited
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5. Teleports the `Camera3D` to 120 m above the Capitol, looking down.
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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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⚠ **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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streaming or unloading, so `ChunkRadius` directly controls boot cost — 32 means 4,096 chunks and
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@ -33,7 +33,8 @@ so they only help between paths. Expect a regeneration to take minutes, or to ne
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| File | What it is |
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| File | What it is |
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| `MapData_Seed_<seed>.dat` | The binary blueprint the server reads (~512 MB at 8K) |
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| `MapData_Seed_<seed>.dat` | The binary blueprint the server reads — **v2 tagged container** (~336 MB at 8K; contract in `Core/Scripts/BLUEPRINT_FORMAT.md`) |
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| `MapData_Seed_<seed>_v1.dat` | The same content in the legacy v1 format (~512 MB), dual-written as a safety net until a future removal task |
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| `Map_Seed_<seed>.png` | Visual snapshot of the map, for reviewing and picking seeds |
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| `Map_Seed_<seed>.png` | Visual snapshot of the map, for reviewing and picking seeds |
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On Linux: `~/.local/share/godot/app_userdata/islaApocolypse/`.
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On Linux: `~/.local/share/godot/app_userdata/islaApocolypse/`.
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@ -23,6 +23,19 @@ tiny or black PNG.
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Note the generator writes the `.dat` on its own — the capture wrapper only matters for the
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Note the generator writes the `.dat` on its own — the capture wrapper only matters for the
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full-resolution image.
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full-resolution image.
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## `RoundTripHarness.tscn`
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The blueprint format regression test (script: `Tools/Scripts/RoundTripHarness.cs`). Run it
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headless from a terminal — it never generates, it round-trips an existing blueprint through the
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real parser and v2 writer and asserts semantic equality:
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```
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Godot --headless --path <repo> res://Tools/Scenes/RoundTripHarness.tscn
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```
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Defaults to the preserved reference blueprint (`user://reference_1409879727/`); override with the
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`HARNESS_V1_PATH` / `HARNESS_V2_PATH` environment variables. Exit code 0 = pass.
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## Generating a new world
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## Generating a new world
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1. Open `MapPreview.tscn` (or `Scenes/MapCaptureTool.tscn` for the full-resolution PNG).
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1. Open `MapPreview.tscn` (or `Scenes/MapCaptureTool.tscn` for the full-resolution PNG).
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@ -18,7 +18,10 @@ Generates the entire 2D blueprint. Roughly in order:
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5. **Biomes and towns** — biome zoning by height and temperature; tiered town placement (Capitol,
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5. **Biomes and towns** — biome zoning by height and temperature; tiered town placement (Capitol,
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Hubs, Villages, Outposts, POIs) filtered by slope, water proximity and spacing.
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Hubs, Villages, Outposts, POIs) filtered by slope, water proximity and spacing.
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6. **Roads** — see below.
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6. **Roads** — see below.
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7. **Export** — writes the `.dat` blueprint, then renders the PNG snapshot.
|
7. **Export** — writes the `.dat` blueprint (dual-write: the v2 tagged container under the primary
|
||||||
|
seed name, plus the legacy v1 format beside it as `_v1.dat` — see
|
||||||
|
`Core/Scripts/BLUEPRINT_FORMAT.md`), then renders the PNG snapshot. The v2 file embeds the
|
||||||
|
resolved generation params (seed, MapSize, crater radius, density, impact centre, provenance).
|
||||||
|
|
||||||
### The road network
|
### The road network
|
||||||
|
|
||||||
|
|
@ -52,7 +55,15 @@ Road colours on the snapshot, useful for identifying a road: **red** = Highway,
|
||||||
**dark brown** = Rugged, **light brown** = Trail.
|
**dark brown** = Rugged, **light brown** = Trail.
|
||||||
|
|
||||||
### Outputs
|
### Outputs
|
||||||
`MapData_Seed_<seed>.dat` and `Map_Seed_<seed>.png`, both to `user://`.
|
`MapData_Seed_<seed>.dat` (v2), `MapData_Seed_<seed>_v1.dat` (legacy dual-write), and
|
||||||
|
`Map_Seed_<seed>.png`, all to `user://`.
|
||||||
|
|
||||||
|
## `RoundTripHarness.cs`
|
||||||
|
|
||||||
|
The blueprint format regression test (scene: `Tools/Scenes/RoundTripHarness.tscn`). Loads a
|
||||||
|
known-good blueprint through the real parser, re-writes it as v2 through the real writer, re-loads
|
||||||
|
it, and asserts semantic equality (heights bitwise, biomes, towns, every road point). Headless,
|
||||||
|
seconds per cycle, no generation. Exit code 0 = pass.
|
||||||
|
|
||||||
## Rules
|
## Rules
|
||||||
1. **No magic numbers.** Distances, radii and thresholds derive from `MapSize` or `scaleFactor`, so
|
1. **No magic numbers.** Distances, radii and thresholds derive from `MapSize` or `scaleFactor`, so
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue