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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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
- Loads
ServerConfig.jsonand the seed's.datblueprint (v2 or legacy v1 — the parser dispatches automatically; seeCore/Scripts/BLUEPRINT_FORMAT.md). - Cross-checks the blueprint's embedded params (v2 only) against the config and logs a
prominent
BLUEPRINT/CONFIG DESYNCwarning if the seed or MapSize disagree — a config edited after generation is loud now, not silent. - Finds the Capitol in the parsed town list and uses it as the world origin point.
- Converts its pixel position to chunk coordinates (
pixel / CHUNK_SIZE). - Builds a
(2 × ChunkRadius)²grid of chunks around it — synchronously, all at boot. - Teleports the
Camera3Dto 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. - 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.