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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@@ -65,7 +65,9 @@ const TIMEOUT_MS = 12000
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* `/world/revert` — what an event places in the world and gives back (PLAN.md
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* §28); **10** adds the rewards — `/tally/open`, `/tally/snapshot`,
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* `/tally/close`, `/kits` and `/chat`, and a `credits` field on the permission
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* sync (PLAN.md §29). The bump lands here in the same change as the emitters,
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* sync (PLAN.md §29); **11** adds the map — `/map`, `/map/chunk`,
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* `/map/render` and `/map/live`, its picture and what moves on it (PLAN.md
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* §30). The bump lands here in the same change as the emitters,
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* because the sidecar refuses a client declaring a different version with a
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* `409`: a module left on 2 would stop being able to read the server board it
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* has been reading all along. A constant that lags the deployment is not a safe
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@@ -75,7 +77,7 @@ const TIMEOUT_MS = 12000
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* deployment into a `409` naming both numbers instead of a parse failure three
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* layers further in.
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*/
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const PROTOCOL_VERSION = 10
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const PROTOCOL_VERSION = 11
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/** What a caller gets back. Shaped once so every call site reads the same. */
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function reply(ok, status, data = null) {
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@@ -386,6 +388,36 @@ const kits = (server) => request(server, '/kits')
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*/
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const chat = (server, body) => request(server, '/chat', { method: 'POST', body })
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/**
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* What one server's map is and where its picture comes from (protocol 11,
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* stage one): `mapKey`, `source` (`companion`, `rendered` or `none`), the
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* picture's size, `sha256` and slice count, the grid, and the monuments.
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* `hashing: true` in place of `sha256` means ask again in a moment. A refusal
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* is `data.kind` `map.error`, like every other write-shaped answer here.
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*/
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const mapInfo = (server) => request(server, '/map')
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/**
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* One slice of the picture, base64 in `data.data` (stage two). `map.error`
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* `stale` when the map or picture moved since `mapInfo` — the caller starts
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* again rather than splicing two maps.
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*/
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const mapChunk = (server, { mapKey, sha256, n }) =>
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request(
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server,
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`/map/chunk?mapKey=${encodeURIComponent(mapKey)}&sha256=${encodeURIComponent(sha256)}&n=${encodeURIComponent(n)}`,
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)
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/**
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* Ask the game to draw its own map (D109). Answered `accepted` at once; the
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* render stalls the game on a LATER frame, and `mapInfo` says `rendered` when
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* it is done.
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*/
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const mapRender = (server, body) => request(server, '/map/render', { method: 'POST', body })
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/** Everything that moves on one server's map, every layer, unfiltered. The caller filters (§8.5). */
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const mapLive = (server) => request(server, '/map/live')
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module.exports = {
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TIMEOUT_MS,
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LEASE_TIMEOUT_MS,
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@@ -417,5 +449,9 @@ module.exports = {
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tallyClose,
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kits,
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chat,
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mapInfo,
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mapChunk,
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mapRender,
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mapLive,
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joinUrl,
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}
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