feat(rust): the live map (phase 14, protocol 11)
PLAN.md §30 as approved, plus D119/D120 from the build. Server: - rust_map_images (one row per server: picture as MEDIUMBLOB, geometry, monuments, DERIVATION_VERSION) and rust_map_overrides; purge.sql pair. - mapImages.js: D110. The board poll notices a new boot/wipe/seed/size and asks map.info; a new key or hash from the free Rust+ cache (or a render kept on disk) is fetched in slices, checked against its SHA-256 and stored in one statement. One fetch per server, a backoff on failure, `stale` abandons a fetch that straddles a map change. Render now (D109) is admin-only and watched to completion. - mapLive.js: D111. One map.live per server per 5 s whoever asks; positions are held in memory only. - model/map: four layers (world, events public; players, bases staff), a fleet default plus per-server override (D114), the players layer capped by presence (D113), own dot and online first-party clan mates for a linked viewer (D115, D117, D118). A layer the viewer may not see is absent from the answer, never sent and hidden. - Routes: public /servers/:id/map, /map/image (immutable under its hash), /map/live; admin /servers/:id/map/fetch and /render; the Map card on the visibility PUT. Swagger fragment and frozen manifest regenerated. Client: - A Map tab: Leaflet over the picture in CRS.Simple, the game's own grid (labels only when a cell is wide enough to hold one), a legend that lists hidden layers with who can see them, polled every 10 s while visible. - D120: Leaflet is a lazy split chunk beside entry.js, not in it. release.yml copies every dist/*.js; checkExternals and build.test.js hold both ends. - The Map card on Admin -> Rust visibility, with Fetch again and Render now. Capability `map` declared for the Android app (phase 15). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
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@@ -26,6 +26,7 @@ import { ErrorState, Loading, PageHeader, PublicLayout, useAsync } from '../../c
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import Clans from '../../components/Clans.jsx'
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import Feed from '../../components/Feed.jsx'
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import Leaderboard from '../../components/Leaderboard.jsx'
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import MapView from '../../components/MapView.jsx'
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import Online from '../../components/Online.jsx'
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import Tabs from '../../components/Tabs.jsx'
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import WipeSelect, { ALL_TIME } from '../../components/WipeSelect.jsx'
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@@ -37,6 +38,8 @@ const TABS = [
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{ id: 'feed', label: 'Feed' },
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{ id: 'leaderboard', label: 'Leaderboard' },
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{ id: 'online', label: 'Online' },
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// Phase 14. The picture is public; what moves on it has an audience per layer.
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{ id: 'map', label: 'Map' },
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{ id: 'wipes', label: 'Wipes' },
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// Phase 9. The list is public (D58); each clan's roster is on its own page.
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{ id: 'clans', label: 'Clans' },
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@@ -155,6 +158,8 @@ export default function ServerDetail() {
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{tab === 'online' && <Online serverId={server.id} online={server.online} />}
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{tab === 'map' && <MapView serverId={server.id} online={server.online} />}
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{tab === 'clans' && <Clans serverId={server.id} />}
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{tab === 'wipes' && (
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