feat(export): server-rendered artifacts behind one signed download URL (#160)
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The finished-game export (GCG + a new PNG of the final position) is one signed, short-lived relative URL (game.export_url; HMAC-SHA256, 10-min TTL, BACKEND_EXPORT_SIGN_KEY) resolved against the client's own origin and delivered by the best affordance each platform has (five on-device review rounds): - TG Android/desktop: native showPopup chooser -> native downloadFile dialog (bridge-only chain, activation-safe). - TG iOS: app-modal chooser -> OS share sheet with the fetched file (a popup callback cannot supply the activation the sheet needs). - VK iOS: VKWebAppDownloadFile for both formats. - VK Android: the PNG opens in VK's native image viewer, the GCG copies to the clipboard (the VK Android downloader hangs on any download, Content-Length/Range notwithstanding). - VK desktop iframe / desktop browsers: plain anchor downloads. - Mobile browsers: the OS share sheet (fetch-then-share). - Legacy TG (< Bot API 8.0): app modal + GCG clipboard, no image option. The PNG is rasterized on demand by the new internal `renderer` sidecar (node:22-slim + skia-canvas + baked Liberation/Noto Color Emoji fonts) executing the SAME ui/src/lib/gameimage.ts the ui project unit-tests; the backend rebuilds the render payload from the journal + engine.AlphabetTable, and the device date locale, IANA time zone and localized non-play labels ride the signed URL. Nothing is stored — the artifact re-derives from the immutable journal on each GET. The gateway forwards /dl/* (caddy @gateway matcher extended) behind the per-IP public rate limiter and serves bytes via http.ServeContent. Deploy: renderer service in compose + prod overlay + rolling order + prod push list; TEST_/PROD_EXPORT_SIGN_KEY secrets; the sidecar smoke runs in the ui CI job. Docs: ARCHITECTURE, FUNCTIONAL(+_ru), UI_DESIGN, TESTING, deploy/README, renderer/README.
This commit was merged in pull request #160.
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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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