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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@@ -13,6 +13,7 @@
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const core = require('../../core')
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const db = require('../../model/servers/servers.db')
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const mapImages = require('../../mapImages')
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const servers = require('../../model/servers/servers.model')
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const sidecar = require('../../sidecarClient')
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@@ -129,4 +130,57 @@ async function testServer(req, res) {
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}
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}
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module.exports = { listServers, putServer, deleteServer, testServer }
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/**
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* Fetch one server's map picture again (D110's admin button). Runs the same
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* fetch the board poll triggers, forced — the stored hash is not trusted to be
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* current — and answers what it did, because an operator pressing this is
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* asking a question: is the picture this server has the right one?
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*/
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async function fetchMap(req, res) {
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const { id } = req.params
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try {
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const server = await servers.getForCalling(id)
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if (!server) return res.status(404).json({ message: 'No such server, or it is disabled' })
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const result = await mapImages.run(server, null, { force: true })
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await core.activity.log({ req, action: 'rust.map.fetch', detail: { server: id, outcome: result.outcome } })
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if (result.outcome === 'busy') return res.status(409).json({ message: 'A fetch is already running for this server.' })
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return res.status(result.ok ? 200 : 502).json({ ok: result.ok, outcome: result.outcome, message: result.detail || null })
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} catch (err) {
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log.error('failed to fetch a map', { server: id, error: err.message })
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return res.status(500).json({ message: 'Failed to fetch the map' })
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}
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}
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/**
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* Ask a server with no picture to draw one (D109). **This stalls that game**
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* for seconds — the card says how many before the button is pressed — and it is
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* refused by the plugin when a picture already exists. Answered as soon as the
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* game accepts; the picture is fetched when the render finishes.
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*/
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async function renderMap(req, res) {
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const { id } = req.params
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try {
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const server = await servers.getForCalling(id)
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if (!server) return res.status(404).json({ message: 'No such server, or it is disabled' })
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const actor = req.user && (req.user.username || req.user.id)
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const result = await mapImages.render(server, actor != null ? String(actor) : null)
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await core.activity.log({
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req,
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action: 'rust.map.render',
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detail: { server: id, accepted: result.ok, ...(result.ok ? {} : { reason: result.reason || null }) },
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})
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if (!result.ok) return res.status(result.status || 502).json({ message: result.message })
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return res.status(202).json({ accepted: true, stallSeconds: result.stallSeconds })
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} catch (err) {
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log.error('failed to ask for a render', { server: id, error: err.message })
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return res.status(500).json({ message: 'Failed to ask the server to draw its map' })
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}
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}
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module.exports = { listServers, putServer, deleteServer, testServer, fetchMap, renderMap }
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