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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@@ -271,6 +271,11 @@ export function createTransport(baseUrl: string): GatewayClient {
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async exportGcg(gameId) {
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return codec.decodeGcg(await exec('game.gcg', codec.encodeGameAction(gameId)));
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},
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async exportUrl(gameId, kind, dateLocale, actionLabels, timeZone) {
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return codec.decodeExportUrl(
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await exec('game.export_url', codec.encodeExportUrlRequest(gameId, kind, dateLocale, actionLabels, timeZone)),
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);
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},
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subscribe(onEvent, onError) {
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const ctrl = new AbortController();
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