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.
This commit is contained in:
2026-07-02 21:58:07 +00:00
parent 16a4431158
commit d5fbaa3034
62 changed files with 2449 additions and 234 deletions
+38 -26
View File
@@ -1,12 +1,12 @@
// Finished-game PNG export: a light-theme snapshot of the final board (classic A..O / 1..15
// axes) with a compact per-seat scoresheet beside it. Everything is drawn by hand on a
// Canvas 2D — no dependencies — and the module is reached only through a dynamic import, so
// it stays out of the startup bundle. The scoresheet typography is fixed; the board instead
// stretches to the scoresheet's height (never below MIN_SIDE), so a long game grows the
// board rather than leaving a hole under it.
// Canvas 2D — no dependencies. The module is the SHARED source of truth for the export
// image: the render sidecar bundles it (renderer/src/entry.ts) and rasterizes on
// skia-canvas, while this ui project keeps the pure parts unit-tested (the browser app
// itself no longer imports it — delivery is the server's signed URL).
//
// buildScoresheet and layoutImage are pure (vitest-covered); renderGameImage is the thin
// canvas pass exercised by the Playwright e2e.
// buildScoresheet and layoutImage are pure (vitest-covered); drawGameImage is the thin
// canvas pass exercised by the sidecar's node test.
import type { GameView, MoveRecord, Variant } from './model';
import { replay } from './board';
@@ -56,16 +56,22 @@ export interface Scoresheet {
}
/** formatFinishedDate renders the game's finish time for the footer in the DEVICE locale
* (regional date conventions, not the UI language) — e.g. "3 июля 2026 г., 16:23".
* dateLocale is for tests; production passes undefined = the system default. */
export function formatFinishedDate(unixSec: number, dateLocale?: string): string {
return new Intl.DateTimeFormat(dateLocale, {
* and time zone (regional conventions, not the UI language) — e.g. "3 июля 2026 г., 16:23".
* Both ride in from the client on a server render; an invalid zone falls back to the
* process default rather than failing the whole image. */
export function formatFinishedDate(unixSec: number, dateLocale?: string, timeZone?: string): string {
const opts: Intl.DateTimeFormatOptions = {
year: 'numeric',
month: 'long',
day: 'numeric',
hour: '2-digit',
minute: '2-digit',
}).format(new Date(unixSec * 1000));
};
try {
return new Intl.DateTimeFormat(dateLocale, { ...opts, timeZone }).format(new Date(unixSec * 1000));
} catch {
return new Intl.DateTimeFormat(dateLocale, opts).format(new Date(unixSec * 1000));
}
}
/**
@@ -78,7 +84,7 @@ export function buildScoresheet(
game: GameView,
moves: MoveRecord[],
actionLabel: (action: string) => string,
opts?: { hostname?: string; dateLocale?: string },
opts?: { hostname?: string; dateLocale?: string; timeZone?: string },
): Scoresheet {
const seats = game.seats;
const grid = historyGrid(moves, seats.length, null);
@@ -106,7 +112,7 @@ export function buildScoresheet(
rows,
adjustments,
hasAdjustments: adjustments.some((a) => a !== 0),
footer: `${host} · ${formatFinishedDate(game.lastActivityUnix, opts?.dateLocale)}`,
footer: `${host} · ${formatFinishedDate(game.lastActivityUnix, opts?.dateLocale, opts?.timeZone)}`,
};
}
@@ -190,27 +196,36 @@ export interface RenderOptions {
hostname?: string;
/** Footer date locale override (defaults to the device locale) — for tests. */
dateLocale?: string;
/** Footer IANA time zone (the device zone on a server render; defaults to local). */
timeZone?: string;
/** Canvas pixel scale (default 2 — crisp on hi-dpi screens and in chats). */
scale?: number;
}
/** CanvasLike is the minimal canvas surface drawGameImage needs — satisfied by both the
* browser HTMLCanvasElement and the render sidecar's skia-canvas Canvas, so the drawing
* code is shared verbatim between the two runtimes. */
export interface CanvasLike {
width: number;
height: number;
getContext(contextId: '2d'): CanvasRenderingContext2D | null;
}
/**
* renderGameImage draws the finished game as a PNG blob: final board with classic axes on
* the left, the scoresheet on the right, the site + finish date at the bottom. Light theme
* always; no last-move highlight (an archival artifact, not a live frame).
* drawGameImage sizes the canvas and draws the finished game onto it: final board with
* classic axes on the left, the scoresheet on the right, the site + finish date at the
* bottom. Light theme always; no last-move highlight (an archival artifact, not a live
* frame). The caller owns the canvas and its PNG encoding (toBlob in the browser,
* toBuffer in the sidecar).
*/
export async function renderGameImage(
game: GameView,
moves: MoveRecord[],
opts: RenderOptions,
): Promise<Blob> {
export function drawGameImage(canvas: CanvasLike, game: GameView, moves: MoveRecord[], opts: RenderOptions): void {
const sheet = buildScoresheet(game, moves, opts.actionLabel, {
hostname: opts.hostname,
dateLocale: opts.dateLocale,
timeZone: opts.timeZone,
});
const layout = layoutImage(sheet);
const scale = opts.scale ?? 2;
const canvas = document.createElement('canvas');
canvas.width = Math.round(layout.w * scale);
canvas.height = Math.round(layout.h * scale);
const ctx = canvas.getContext('2d');
@@ -228,12 +243,9 @@ export async function renderGameImage(
ctx.textAlign = 'left';
ctx.textBaseline = 'alphabetic';
ctx.fillText(sheet.footer, layout.margin, layout.h - layout.margin - 6);
return new Promise<Blob>((resolve, reject) => {
canvas.toBlob((b) => (b ? resolve(b) : reject(new Error('gameimage: toBlob failed'))), 'image/png');
});
}
function drawAxes(ctx: CanvasRenderingContext2D, l: ImageLayout): void {
const { x, y, cell } = l.board;
ctx.fillStyle = C.muted;