Implements the StartupMessage protocol: client generates world_seed in SessionManager.new_game(), sends it after handshake, server uses it to seed SimRng and sample EntanglementConfig. EntanglementConfig samples flat ∈ [25,35]%, intrigue ∈ [15,25]%, mundane as remainder (D-029). Same seed produces identical config (D-010 determinism). Different seeds produce distinct configs in ≥90% of pairs. Protocol flow: HandshakeMessage (server→client) → StartupMessage with world_seed (client→server) → SimRng initialization → tick loop. 10 Rust tests (determinism, variation, bounds, sum invariant). 9 GDScript test stubs + 2 encode tests for client-side pipeline. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -427,6 +427,18 @@ static func _decode_enum_variant(raw) -> Dictionary:
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# -- Encode: GDScript types → bytes to server ----------------------------------
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## Encode a StartupMessage to MessagePack bytes (#175).
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## Sent by the client immediately after handshake validation.
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## Server reads this to initialize SimRng with the world seed (D-010, D-029).
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static func encode_startup_message(world_seed: int) -> PackedByteArray:
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var msg := {"world_seed": world_seed}
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var result = Messagepack.encode(msg)
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if result.status != null:
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push_error("Protocol: startup message encode failed: %s" % result.status)
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return PackedByteArray()
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return result.value
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## Encode a PlayerInput to MessagePack bytes.
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## action_name: one of "MoveNorth", "MoveSouth", "MoveEast", "MoveWest",
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## "Interact", "UsePerceptionMode", "Pause", "Unpause"
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