islaApocalypse/Server/README.md
beezm a7e6c17422 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>
2026-08-06 07:31:03 -04:00

56 lines
3.4 KiB
Markdown
Raw 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.
- **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.