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Have unpredictable map generation in multiplayer #628

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@TheJJ

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@TheJJ

In order to not reveal any information about the map except the actually discovered areas, the gameserver must not provide the seed used for the generation to the clients. Instead, only seen tiles/units/etc are transmitted in the state they were last seen. Great cheat protection :)

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    area: networkHas interaction with the network (Internet)area: simulationInvolved in the game mechanics and simulationblockedBlocked by a another issue or missing featurelang: c++Done in C++ codeto-discussIdea or suggestion that needs some discussion before implementation

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