I can implement the persistence layer for map editing, following the existing "game-data" revision architecture rather than introducing a separate persistence pattern.
Planned implementation:
- Add the database representation required for edited maps.
- Build an idempotent importer for all 294 maps from "api/src/mapas_source/".
- Preserve the existing file-based maps as a fallback during migration.
- Implement DB-over-file precedence for edited maps.
- Integrate map edits with "game_data_revisions", including checksums/revision tracking.
- Add integration tests covering the full migration and persistence flow.
I’ll prioritize preserving current game behavior while keeping the importer safe to run repeatedly without duplication or corruption.
Before implementation, I’ll verify the current map-loading and revision code paths so the solution fits the existing architecture cleanly.
I can deliver this as a focused PR with tests and clear migration notes.
I can implement the persistence layer for map editing, following the existing "game-data" revision architecture rather than introducing a separate persistence pattern.
Planned implementation:
I’ll prioritize preserving current game behavior while keeping the importer safe to run repeatedly without duplication or corruption.
Before implementation, I’ll verify the current map-loading and revision code paths so the solution fits the existing architecture cleanly.
I can deliver this as a focused PR with tests and clear migration notes.