docs: design production furni asset mapping

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# Production furni asset destinations
## Problem
The production Nitro client loads furniture icons from `/gamedata/icons`,
furniture bundles from `/gamedata/bundled/furniture`, and furniture metadata
from `/gamedata/config/FurnitureData.json`. The importer currently derives its
mirror paths using the development `Nitro-Files` layout. On the production
server this creates paths such as `swf/dcr/hof_furni/icons` and
`nitro-assets/bundled/furniture` below the configured root, which are not the
directories served by the live client. Manual `.nitro` uploads do not mirror
assets at all.
Files written only below the CMS `public` directory are also not durable: the
deployment workflow cleans untracked files from the CMS checkout.
## Design
Keep the existing CMS-local and `Nitro-Files` destinations for compatibility,
and add the deployed Gamedata tree as a distinct asset layout. In production,
`/var/www/Gamedata` is detected automatically when it exists. A configurable
`gamedata_root` setting can override that location for other installations.
The Gamedata layout maps assets as follows:
- icons: `<gamedata_root>/icons`
- Nitro furniture: `<gamedata_root>/bundled/furniture`
- FurnitureData: `<gamedata_root>/config/FurnitureData.json`
- source SWFs: not copied into Gamedata because the Nitro client does not load
them; existing CMS-local and `Nitro-Files` SWF handling remains unchanged
Both the normal Habbo importer and manual `.nitro` uploader use the same write
target resolver. Duplicate destinations are removed before writing.
## Error handling
The CMS-local write remains the primary operation. Every configured or
auto-detected live destination is treated as an expected mirror. Directory or
copy failures are returned as import warnings containing the failed target,
instead of being silently ignored. A successful import therefore cannot hide
that the live client asset copy failed.
## Compatibility
Existing `nitro_files_root`, `furni_swf_dir`, `furni_icon_dir`,
`furni_nitro_dir`, and `furni_data_mirror_path` behavior is preserved. The new
Gamedata destination is additive, so Windows development using the
`Nitro-Files` layout continues to work.
## Verification
Unit tests will cover Gamedata path derivation, automatic production-root
detection through an injected root, destination de-duplication, and manual
upload mirroring. Existing importer tests, type checks, and the production
build must remain green.