islaApocalypse/Server/README.md
beezm b9c7675e78 docs: the two-clause water presence rule (terrain-water task 15)
Server/README.md: why water presence is not just WBID. Records the
classify-vs-render identity that makes the second clause both necessary
(inside the crater carve) and safe (provably inert everywhere else), so
the next reader does not have to re-derive it from the commit log — or,
worse, "simplify" the second clause away.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-10 00:57:05 -04:00

74 lines
5 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# Server Module
Authoritative world building. Turns the static `WorldBlueprint` in RAM into physical 3D chunks. In a
future multiplayer setup this is the side that dictates terrain and ships chunk data to clients.
## `ServerChunkManager.cs`
Attached to the `World` root node of `Scenes/Main.tscn`. Runs the whole 3D world at boot.
### Startup
1. Loads `ServerConfig.json` and the seed's `.dat` blueprint (v2 or legacy v1 — the parser
dispatches automatically; see `Core/Scripts/BLUEPRINT_FORMAT.md`).
2. **Cross-checks the blueprint's embedded params** (v2 only) against the config and logs a
prominent `BLUEPRINT/CONFIG DESYNC` warning if the seed or MapSize disagree — a config edited
after generation is loud now, not silent.
3. **Finds the Capitol** in the parsed town list and uses it as the world origin point.
4. Converts its pixel position to chunk coordinates (`pixel / CHUNK_SIZE`).
5. Builds a `(2 × ChunkRadius)²` grid of chunks around it — **synchronously, all at boot**.
6. Teleports the `Camera3D` to 120 m above the Capitol, looking down.
**Two things to know about startup.** The chunk grid is built in one blocking pass with no
streaming or unloading, so `ChunkRadius` directly controls boot cost — 32 means 4,096 chunks and
roughly 3.6 GB. And the camera `LookAt` points straight down, which is a degenerate case: the up
vector ends up parallel to the view direction, so camera roll is undefined and Godot logs a warning.
### Per-chunk generation
- **Road culling first.** Only the road segments whose bounding box reaches this chunk are kept,
each tagged with its `RoadTier`. The padding is derived from the widest shoulder any tier has plus
a margin, so widening a road cannot silently truncate it at chunk edges.
- **Water per column** (tasks 13, 15) — the blueprint is the **authority** on where water is and at
what level; the server only reads it. `WSRF` gives the surface level per pixel, and the `WBTB`
body table is the fallback when a column is flagged wet but carries the `WSRF` no-water sentinel.
**Presence takes two clauses.** `WBID` (the water stage's own classification output) OR *the
rendered ground being under the ocean's surface*. The second exists because `WBID` was classified
from the **uncurved** heightmap while the mesh renders the **curved** one. Outside the crater
those agree exactly — the curve is identity at sea and monotonic, so `Apply(raw) < sea` iff
`raw < sea`. Inside it they do not: the carve lerps two different bases toward one target
(classify from `raw`, rendered from `Apply(raw)`, and `Apply(raw) < raw` in the lowland band), so
the rendered surface sinks faster and leaves a ring rendering below the waterline that `WBID`
still calls dry — 375,824 px on the C1 seed, all of it inside the carve. The second clause tests
the height the mesh actually uses against the **ocean body's own level from `WBTB`**, so the
runtime still derives nothing, and by the identity above it can only ever fire inside the carve. A body the table does not know leaves the column **dry** rather than
guessing a level. The level is scaled by the same `HEIGHT_SCALE` as the terrain, so the sheet and
the seabed cannot drift apart. Depth for shading is taken from **blueprint** heights, not rendered
geometry — the terrain render clamps its floor at `Y = 2`, which would otherwise flatten every
deep-ocean column to one value. Each run logs what it drew (`[Server] Water at rest: …`).
- **Surface height per column** (`GetExactSurface`) — the blueprint height scaled into the chunk's
usable vertical band, then modified by any road carving.
- **Density per voxel** — `(y surfaceY)` normalised by the local slope, giving a signed distance to
the surface. Positive above, negative below.
- **Block IDs per voxel** via `BiomePalette`, plus the per-column data the renderer needs.
- Hands the finished chunk to a `ChunkRenderer`.
### Road carving
All four tiers carve, each with its own character (widest and smoothest for highways, narrow and
terrain-hugging for trails — values in `Constants.cs`).
For each column, the carve finds **the nearest road whose shoulder actually reaches it** — not simply
the nearest road, since tiers have different reach and a nearby footpath must not shadow a highway
still covering the column. It then reads the roadbed height at the closest point *along* that
segment, blending between a straight ramp between the segment's endpoints ("holds a grade") and the
terrain directly beneath ("hugs the land") according to the tier.
Inside the road radius the column is flattened to that height and flagged with the tier's surface
material; out to the shoulder radius it eases back to natural ground with a smoothstep.
`HeightAtPixel` samples the heightmap **bilinearly** — road path points are fractional, and nearest-cell
sampling produced a metre-scale staircase along the roadbed.
## Not here yet
No chunk streaming or unloading, no collision, no networking, no player. The "server" is currently a
node in the same scene as the renderer — the server/client split is structural, not a process
boundary.