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CI / deploy (push) Successful in 1m42s
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.
25 lines
1.1 KiB
JavaScript
25 lines
1.1 KiB
JavaScript
// The render core, separated from the HTTP wiring so the node test can call it directly.
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import { Canvas } from 'skia-canvas';
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import { drawGameImage, setAlphabet } from '../dist/gameimage.mjs';
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/**
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* renderRequest rasterizes one export request — the JSON shape the backend sends:
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* { game, moves, alphabet, labels, dateLocale, hostname, scale? } — into a PNG buffer.
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* game/moves are the ui-model shapes (GameView / MoveRecord[]) the shared drawGameImage
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* consumes; alphabet is the per-variant (index, letter, value) table it scores tiles with.
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*/
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export async function renderRequest(payload) {
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const { game, moves, alphabet, labels, dateLocale, timeZone, hostname, scale } = payload;
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if (!game || !Array.isArray(moves)) throw Object.assign(new Error('bad payload'), { status: 400 });
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setAlphabet(game.variant, alphabet ?? []);
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const canvas = new Canvas(1, 1);
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drawGameImage(canvas, game, moves, {
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actionLabel: (a) => (labels && labels[a]) || a,
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hostname: hostname || '',
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dateLocale: dateLocale || undefined,
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timeZone: timeZone || undefined,
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scale: scale || 2,
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});
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return canvas.toBuffer('png');
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}
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