feat(export): server-rendered artifacts behind one signed download URL
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The finished-game export now works identically on every platform: the client mints a signed relative URL (game.export_url) carrying its date locale, IANA time zone and localized non-play labels, resolves it against its own origin and hands it to the platform's native download — Telegram downloadFile, VKWebAppDownloadFile, or a plain browser anchor (also the desktop VK iframe). Both artifacts ride the route: the .gcg text (no more clipboard mode, except the legacy pre-8.0 Telegram fallback) and the PNG of the final position. The PNG is rasterized by a new internal 'renderer' sidecar (node:22-slim + skia-canvas + baked Liberation/Noto Color Emoji fonts) executing the SAME ui/src/lib/gameimage.ts the web project unit-tests, bundled at image build time — one renderer, no drift; the browser no longer draws or delivers bytes itself. The backend rebuilds the render payload from the journal + engine.AlphabetTable, verifies the HMAC (10-minute TTL, BACKEND_EXPORT_SIGN_KEY, constant-time, uniform 404s) on its public group, and streams the artifact as a named attachment; the gateway forwards /dl/* behind the per-IP public rate limiter (caddy @gateway matcher extended — the landing catch-all trap). Deploy: renderer service (compose + prod overlay + roll before backend + prod push list), EXPORT_SIGN_KEY env (TEST_/PROD_ secrets), CI runs the sidecar smoke in the ui job. Docs: ARCHITECTURE export-delivery section, FUNCTIONAL(+_ru), UI_DESIGN, TESTING, deploy/README.
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@@ -1363,30 +1363,53 @@ func (svc *Service) SetupDraws(ctx context.Context, gameID uuid.UUID) ([]SetupDr
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return svc.store.SetupDraws(ctx, gameID)
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}
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// ExportGCG renders a game as GCG text from the journal alone (no dictionary). It
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// is allowed only on a finished game: exporting an in-progress game would leak the
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// full move journal mid-play, so an active game yields ErrGameActive.
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func (svc *Service) ExportGCG(ctx context.Context, gameID uuid.UUID) (string, error) {
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// ExportView returns a finished game with its journal and per-seat display names —
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// the material every export artifact (the GCG text, the PNG render payload) is built
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// from. It is allowed only on a finished game: exporting an in-progress game would
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// leak the full move journal mid-play, so an active game yields ErrGameActive. In an
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// honest-AI game the robot seat is labelled "AI", not its pool name.
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func (svc *Service) ExportView(ctx context.Context, gameID uuid.UUID) (Game, []HistoryMove, []string, error) {
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g, err := svc.store.GetGame(ctx, gameID)
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if err != nil {
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return "", err
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return Game{}, nil, nil, err
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}
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if g.Status != StatusFinished {
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return "", ErrGameActive
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return Game{}, nil, nil, ErrGameActive
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}
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moves, err := svc.store.GetJournal(ctx, gameID)
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if err != nil {
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return "", err
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return Game{}, nil, nil, err
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}
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names := svc.seatNames(ctx, g)
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if g.VsAI {
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// Label the robot seat "AI" in an honest-AI game's export, not its pool name.
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for _, s := range g.Seats {
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if robot, err := svc.accounts.IsRobot(ctx, s.AccountID); err == nil && robot {
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names[s.Seat] = aiPlayerName
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}
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}
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}
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return g, moves, names, nil
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}
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// EnsureExportable reports whether a game may be exported (it exists and is
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// finished) without loading the journal — the export-URL mint check.
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func (svc *Service) EnsureExportable(ctx context.Context, gameID uuid.UUID) error {
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g, err := svc.store.GetGame(ctx, gameID)
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if err != nil {
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return err
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}
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if g.Status != StatusFinished {
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return ErrGameActive
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}
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return nil
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}
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// ExportGCG renders a game as GCG text from the journal alone (no dictionary).
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func (svc *Service) ExportGCG(ctx context.Context, gameID uuid.UUID) (string, error) {
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g, moves, names, err := svc.ExportView(ctx, gameID)
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if err != nil {
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return "", err
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}
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return writeGCG(g, names, moves), nil
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}
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