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This prevents the client from accidentally selected the wrong world folder to load LODs from, since levels of the same dimension can't naturally be distinguished from each other. With level similarity detection, this can sometimes work, but in general is not reliable. This mechanism instead allows servers to send a packet to the client on load, enabling the override system, and then a second packet on world change, which specifically sets the world key, based on knowledge that only the server has, leading to a reliable way of detecting the correct world.