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.
This commit is contained in:
Ilia Denisov
2026-07-02 18:44:07 +02:00
parent 16a4431158
commit 3471d40576
60 changed files with 2216 additions and 236 deletions
+61
View File
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// Package render is the backend's client for the internal image-render sidecar: it POSTs
// a finished game's export payload and receives the rasterized PNG. The sidecar runs the
// same drawing code the web client unit-tests (ui/src/lib/gameimage.ts on skia-canvas);
// authentication and the signed public URL live in the server layer — this client only
// carries bytes.
package render
import (
"bytes"
"context"
"encoding/json"
"fmt"
"io"
"net/http"
"time"
)
// maxPNG caps a render response; a scale-2 export of the largest plausible game is well
// under 2 MiB, so anything bigger is a sidecar malfunction, not a valid image.
const maxPNG = 8 << 20
// Client calls the render sidecar over the internal network.
type Client struct {
base string
http *http.Client
}
// New returns a client for the sidecar at baseURL (e.g. http://renderer:8090). A render
// of a full game takes well under a second; the timeout leaves room for a cold start.
func New(baseURL string) *Client {
return &Client{base: baseURL, http: &http.Client{Timeout: 15 * time.Second}}
}
// Render posts payload (the JSON request shape the sidecar consumes) and returns the PNG.
func (c *Client) Render(ctx context.Context, payload any) ([]byte, error) {
body, err := json.Marshal(payload)
if err != nil {
return nil, fmt.Errorf("render: marshal payload: %w", err)
}
req, err := http.NewRequestWithContext(ctx, http.MethodPost, c.base+"/render", bytes.NewReader(body))
if err != nil {
return nil, fmt.Errorf("render: build request: %w", err)
}
req.Header.Set("Content-Type", "application/json")
resp, err := c.http.Do(req)
if err != nil {
return nil, fmt.Errorf("render: %w", err)
}
defer resp.Body.Close()
if resp.StatusCode != http.StatusOK {
return nil, fmt.Errorf("render: sidecar status %d", resp.StatusCode)
}
png, err := io.ReadAll(io.LimitReader(resp.Body, maxPNG+1))
if err != nil {
return nil, fmt.Errorf("render: read response: %w", err)
}
if len(png) > maxPNG {
return nil, fmt.Errorf("render: response exceeds %d bytes", maxPNG)
}
return png, nil
}