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
+36
View File
@@ -61,6 +61,36 @@ services:
memory: 512M
networks: [internal]
# The finished-game image-render sidecar: internal-only, called by the backend for the
# PNG export artifact. It runs the same ui/src/lib/gameimage.ts the web client
# unit-tests, on skia-canvas (renderer/README.md). node:22-slim carries a shell, so —
# uniquely among the built services — it has a real container healthcheck the backend's
# depends_on gates on.
renderer:
container_name: scrabble-renderer
image: scrabble-renderer:latest
build:
context: ..
dockerfile: renderer/Dockerfile
args:
VERSION: ${APP_VERSION:-dev}
restart: unless-stopped
logging: *default-logging
environment:
RENDERER_PORT: "8090"
healthcheck:
test: ["CMD", "node", "-e", "fetch('http://127.0.0.1:8090/healthz').then((r)=>process.exit(r.ok?0:1)).catch(()=>process.exit(1))"]
interval: 10s
timeout: 3s
retries: 12
# A render peaks well under 100 MiB (a 2-MP canvas + skia); idle sits near 60 MiB.
deploy:
resources:
limits:
cpus: "1.0"
memory: 192M
networks: [internal]
backend:
container_name: scrabble-backend
image: scrabble-backend:latest
@@ -80,9 +110,15 @@ services:
depends_on:
postgres:
condition: service_healthy
renderer:
condition: service_healthy
environment:
# search_path=backend matches the migrations (00001 creates the schema).
BACKEND_POSTGRES_DSN: postgres://${POSTGRES_USER:-scrabble}:${POSTGRES_PASSWORD}@postgres:5432/${POSTGRES_DB:-scrabble}?sslmode=disable&search_path=backend
# The finished-game export: the render sidecar address + the HMAC key signing the
# public download URLs (deploy env: TEST_/PROD_EXPORT_SIGN_KEY).
BACKEND_RENDERER_URL: http://renderer:8090
BACKEND_EXPORT_SIGN_KEY: ${EXPORT_SIGN_KEY:?set EXPORT_SIGN_KEY — the export download URL signing secret}
# The pool caps at 25 conns (~28 backends) around 500 players; 40 gives headroom
# for bursts. Postgres (2 cores / 512 MiB) handles it.
BACKEND_POSTGRES_MAX_OPEN_CONNS: "40"