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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// Smoke test for the render core: feeds the committed fixture (a real 35-move self-played
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// Russian Scrabble game) through renderRequest and asserts a sane PNG comes back. Pixel
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// goldens are deliberately avoided — font rasterization differs across hosts; the shared
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// drawing logic itself is unit-tested in ui/ (gameimage.test.ts).
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import test from 'node:test';
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import assert from 'node:assert/strict';
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import { readFileSync } from 'node:fs';
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import { dirname, join } from 'node:path';
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import { fileURLToPath } from 'node:url';
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import { renderRequest } from '../src/render.mjs';
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const here = dirname(fileURLToPath(import.meta.url));
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const fixture = () => JSON.parse(readFileSync(join(here, '../testdata/request.json'), 'utf8'));
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function pngSize(buf) {
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// IHDR is the first chunk: width/height are big-endian u32 at offsets 16/20.
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return { w: buf.readUInt32BE(16), h: buf.readUInt32BE(20) };
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}
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test('renders the fixture game to a plausible PNG', async () => {
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const png = await renderRequest(fixture());
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assert.ok(png.length > 50_000, `png too small: ${png.length}`);
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assert.deepEqual([...png.subarray(0, 8)], [0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a]);
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const { w, h } = pngSize(png);
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// scale 2 over a MIN_SIDE 620 board + two seat columns: sanity bounds, not a golden.
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assert.ok(w > 1600 && w < 3000, `unexpected width ${w}`);
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assert.ok(h > 1000 && h < 3000, `unexpected height ${h}`);
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});
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test('rejects a payload without a game', async () => {
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await assert.rejects(() => renderRequest({ moves: [] }), /bad payload/);
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});
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test('renders concurrently without cross-talk', async () => {
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const [a, b] = await Promise.all([renderRequest(fixture()), renderRequest(fixture())]);
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assert.equal(a.length, b.length);
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});
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