Add map import and export with durable refresh progress
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@@ -3,7 +3,16 @@
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Run `npm run deploy` from the project directory. The script collects all web
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source files and public assets, uploads them in one request, waits for the build,
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and prints the deployment URL. It uses the [Vercel deployments API](https://vercel.com/docs/rest-api/deployments/create-a-new-deployment). The database credentials already configured in
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Vercel remain there. The Minecraft rendering worker stays on its current host.
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Vercel remain there. Mod captures are processed by the deployed Vercel API:
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upload finalization starts background image processing with Next.js `after`,
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and the authenticated dashboard resumes queued or expired jobs. The function
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has a 300-second limit and uses the existing Supabase queue, Storage buckets,
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retry count, and completion transaction. It processes one PNG at a time in
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memory, so it needs no local capture directory or running Minecraft client.
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Plugin terrain exports still require the standalone Minecraft rendering worker
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on its current host. That renderer builds panoramas with Chromium and vanilla
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Minecraft assets; it is separate from the deployed mod-image processor.
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The script excludes Git metadata, local environment files, caches, generated
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captures, tests, Java build sources, and development tools. It checks uploaded
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@@ -33,5 +42,9 @@ additional Supabase credentials.
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Multiplayer uses the Supabase migration described in [multiplayer.md](multiplayer.md).
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Apply that migration to a new database before deploying the multiplayer web files.
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Map ZIP sharing requires `20261007145000_map_sharing.sql`. Imported maps stay
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private and can be played without moderation; publication is blocked. See
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[map-sharing.md](map-sharing.md) for the archive format and verification.
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The script targets the existing MineGeo project. Set `VERCEL_PROJECT_ID` and
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`VERCEL_ORG_ID` to deploy a copy to another Vercel project.
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