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Add seed validation for server world creation and override-seed property
The dedicated server previously picked a completely random seed with no biome diversity checks (the client validates but the server skipped it). On top of that, the client's findSeed() was hardcoded to only check a 54-chunk (Classic) area, so Large worlds had no diversity guarantee beyond the center. New server worlds now use findSeed() scaled to the full target world size. Added override-seed in server.properties to fix existing worlds without deleting them.
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@@ -31,6 +31,9 @@ namespace ServerRuntime
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bool hasSeed;
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/** `level-seed` */
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__int64 seed;
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/** `override-seed` replaces the seed for biome generation on existing worlds */
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bool hasOverrideSeed;
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__int64 overrideSeed;
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/** `log-level` */
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EServerLogLevel logLevel;
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/** `autosave-interval` (seconds) */
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