Commit Graph

3 Commits

Author SHA1 Message Date
3dtours 52b672deec web: PRO needs a proven address — email verification gates the studio
A signed-in account is served exactly like a guest until it opens the
verification link: watermarked 2048px export, no saving, no PRO frames,
GPS stamp or HDF. SMTP is declared in .env; with SMTP_HOST unset the link
goes to the container log. Allowlisted admins count as verified.
2026-09-20 07:39:03 +07:00
3dtours ffdefd2c9c feat(photos): community film strip uploads + admin moderation
Backend
- photos table + upload storage under DATA_DIR/uploads (magic-byte sniffing,
  no multipart dep, SVG rejected, wx exclusive writes)
- POST/GET /api/photos, GET /api/photos/:id/file with nosniff + sandboxed CSP
- admin routes (ADMIN_EMAILS allowlist): list, delete one, clear all
- identity-keyed rate limits (login 20/15m, signup 5/h, upload 60/h)
- cookie gains Secure when the request is https (via trustProxy)
- /api/auth/me now 200 {user:null} instead of 401 when signed out

Frontend
- landing strip section: signed-in users upload straight from the reel,
  guests get a /app?auth=1 link
- /admin page: grid of uploads with delete + clear all
- nginx: nosniff / X-Frame-Options / Referrer-Policy, forward
  X-Forwarded-Proto so the API can mark cookies Secure behind TLS

Tests: docker/backend test/security.mjs (45 checks)
2026-09-17 22:35:12 +07:00
3dtours 8c6e7930db Add self-contained docker/ stack for the web UI
`docker/` now holds the whole web build — frontend (Vite + React + CanvasKit),
backend (Fastify + SQLite) and the compose file — so the folder can be moved to
another machine and run without the React Native project:

    cd docker && cp .env.example .env && docker compose up -d --build

Only `${WEB_PORT:-8090}` is published; nginx serves the SPA and proxies /api to
the `api` container over Docker's DNS. Photos never reach the server.

The shared render code is vendored into `docker/frontend/shared/` and aliased to
a CanvasKit shim, so the app's own frameUtils/toneShader/jpegDpi run unchanged.

Fix the all-black render on GPU surfaces: `MakeWebGLCanvasSurface` creates a
separate WebGL context per call, and a texture from one context cannot be
sampled by a surface on another — so any pass that drew a snapshot onto a second
surface (output sharpen, screen sharpen, polaroid/wallframe cards) came out
solid black, while the raster fallback was correct. Use one shared
GrDirectContext + MakeRenderTarget instead.

Verified in headless Chromium against the running stack: 12MP JPEG in, preview
mean=120.5 sd=60.5, export 2048x1536 mean=107.2 sd=62.1, JFIF density 300/300,
EXIF present, no console errors; health/signup/login/me/recipes all 2xx through
the nginx proxy.
2026-09-17 17:43:03 +07:00