feat(assets): item pictures on the marketplace and the character sheet (Phase 5)
Both places this site already knew an item's (ItemID, hue) and could only print it as text now show the picture, hued the way the client would draw it. The shard does the hueing: whether a hue repaints every pixel or only the grey ones is a flag in `tiledata.mul`, which a browser has no way to read. **Ingest warms; the route only serves** (org lead, 2026-09-11). A page never waits on the shard and never causes a fetch -- it renders what is stored and leaves out what is not, which is the state every install was in before this phase. Fetching happens behind that, on a timer, from the keys the site's own rows name. The alternative, fetching on first request, was rejected on one number: the shard's asset plane serves ONE request at a time, so a URL that fetched would let any visitor walk 49,152 ids times 3,000 hues through that slot and park an operator's own import behind it. The wanted set is DERIVED (`SELECT DISTINCT item_id, hue`) rather than queued, so it is self-healing: a restart loses nothing, and a key stops being wanted the moment the vendor row naming it is deleted. The in-memory hint set on top is only for the character sheet, which is fetched live from the shard and stored nowhere -- nothing on disk would ever name those keys. Staleness without a manifest (§7): every row records the shard's `catalog` id, a hash of the files that decide its bytes. A client patch changes it and a restart does not, so "is this out of date?" is a per-row question -- and pictures nobody looks at any more are simply never re-fetched, which is why this is lazy rather than a sweep. `shard_asset_meta` is deliberately NOT written here: it is the body catalogue's singleton, and a warm pass touching it would tell the body import that a client it never looked at is unchanged. A key the shard has no art for writes no row at all. An empty row would make the key held and it would never be asked again -- including after the operator patches in the graphic that was missing. `assets.sources` now reports which families an overlay serves, so an overlay older than phase 5 is one reported state with a sentence naming the fix, instead of a refusal per pass forever with no picture ever appearing. 688 server tests pass (14 new); client builds; the frozen manifest regenerates with one added route, all documented, no core URL moved. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
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@@ -690,6 +690,24 @@ CREATE TABLE IF NOT EXISTS shard_assets (
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INDEX idx_shard_assets_body (body)
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) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4;
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-- Which of the shard's catalogues a row was fetched under (§7, phase 5).
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--
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-- The body catalogue can answer "is this stale?" from `shard_asset_meta`, because
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-- it is imported as a SET: one manifest walk covers every key, so one stored
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-- fingerprint describes all of them. Item and land art has no manifest and never
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-- will — 49,152 static ids times three thousand hues is not a set anyone
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-- enumerates — so staleness has to be recorded per row, and this is it.
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--
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-- The shard derives the id from the files that decide the bytes (its art data
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-- file, hues.mul, tiledata.mul, verdata.mul, and its own extractor version), so a
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-- client patch changes it and a restart does not. A row whose `catalog` is not the
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-- shard's current one is stale: the warm pass re-fetches it the next time
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-- something asks for that key, and pictures nobody looks at any more are simply
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-- never re-fetched, which is the whole reason this is per-row and lazy rather than
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-- a sweep. NULL means "written before this column existed", which is stale by the
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-- same test and costs one re-fetch.
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ALTER TABLE shard_assets ADD COLUMN IF NOT EXISTS catalog VARCHAR(32) NULL;
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-- Slug → body id, as the shard itself answered it (§8).
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--
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-- **Deliberately NOT a column on `shard_spawn_creatures`.** That table is
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