feat: add custom stickers
This commit is contained in:
+15
@@ -451,6 +451,21 @@ export type GiftableReward = {
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export const rewardGifts = {
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catalog: () => call<GiftableReward[]>("/admin/reward-gifts/catalog").then((r) => r.data),
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/** Presign artwork for a custom gift. Returns the final public URL too,
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* since sadhna_rewards.image_url stores an absolute address. */
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presignImage: (contentType: string) =>
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call<{ upload_url: string; image_url: string }>(
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"/admin/reward-gifts/image-presign",
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{ method: "POST", body: JSON.stringify({ content_type: contentType }) },
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).then((r) => r.data),
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/** Add a sticker to the catalog. It reaches nobody until it is sent. */
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create: (input: { name: string; meaning: string; image_url: string }) =>
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call<GiftableReward>("/admin/reward-gifts/catalog", {
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method: "POST",
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body: JSON.stringify(input),
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}).then((r) => r.data),
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/** Hand a reward to every account, unopened. Idempotent — a repeat only
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* reaches people who don't already have it. */
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send: (rewardKey: string) =>
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@@ -0,0 +1,178 @@
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/**
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* Browser-side image compression.
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*
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* NOTE: a verbatim copy of knowledgebase/lib/compress-image.ts. The two apps
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* are separate Next projects with no shared package, and this is dependency-
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* free browser code — so it is duplicated rather than reached across for. If a
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* third copy appears, that is the point to extract a shared package.
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*
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* Resizes the longest dimension to `maxDimension` (preserving aspect
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* ratio) and re-encodes as JPEG at `quality`. EXIF is stripped as a
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* side effect of the canvas round-trip — smaller files plus a tiny
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* privacy win since location data doesn't ride along to R2.
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*
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* Why client-side: every upload path (post images, collection covers,
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* avatars, post background swaps) presigns directly to R2. Putting
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* the size cut in the browser keeps that flow intact — no proxy hop,
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* no queue, no temp storage. The trade-off is that the source bytes
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* are lossy from the moment they leave the device; for a photo-share
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* product this is the right call.
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*
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* Safe-by-default failure modes — any of these return the ORIGINAL
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* file unchanged rather than blocking the upload:
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*
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* - The file is not an image (defensive — input is gated by accept= too).
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* - The file is a GIF (canvas re-encode would flatten the animation).
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* - The decoder fails (e.g. an old browser meeting a HEIC).
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* - Compression actually grew the file (rare; tiny already-compressed inputs).
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*
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* Callers can therefore wrap their existing upload calls without
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* adding new error paths.
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*/
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export type CompressOptions = {
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/** Longest edge in px after resize. Default 1920. */
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maxDimension?: number;
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/** JPEG quality 0–1. Default 0.85 (visually lossless for photos). */
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quality?: number;
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/** Output MIME type. Default "image/jpeg". */
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mimeType?: string;
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};
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const DEFAULT_MAX = 1920;
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const DEFAULT_QUALITY = 0.85;
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const DEFAULT_MIME = "image/jpeg";
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export async function compressImage(
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file: File,
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opts: CompressOptions = {},
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): Promise<File> {
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const maxDimension = opts.maxDimension ?? DEFAULT_MAX;
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const quality = opts.quality ?? DEFAULT_QUALITY;
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const mimeType = opts.mimeType ?? DEFAULT_MIME;
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// Bail-outs that should return the original untouched.
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if (typeof window === "undefined") return file;
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if (!file.type.startsWith("image/")) return file;
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if (file.type === "image/gif") return file;
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let drawable: ImageBitmap | HTMLImageElement;
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try {
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drawable = await loadDrawable(file);
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} catch {
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// Decoder couldn't read this image (e.g. corrupt, or HEIC on a
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// browser that doesn't decode HEIC). Send the original up — R2
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// will accept it; the share-image proxy + Cloudflare will sort
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// out display sizing downstream.
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return file;
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}
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const { width: srcW, height: srcH } = drawableDimensions(drawable);
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const { width, height } = scaleToFit(srcW, srcH, maxDimension);
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// No-op fast path: already within the cap AND a reasonable size.
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// Skip the canvas dance because re-encoding a 200 KB image as JPEG
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// q=85 might actually grow it.
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if (width === srcW && height === srcH && file.size < 500_000) {
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closeBitmap(drawable);
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return file;
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}
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const canvas = document.createElement("canvas");
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canvas.width = width;
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canvas.height = height;
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const ctx = canvas.getContext("2d");
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if (!ctx) {
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closeBitmap(drawable);
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return file;
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}
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// White backdrop so PNG/HEIC transparency doesn't become black
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// pixels in the JPEG output.
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if (mimeType === "image/jpeg") {
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ctx.fillStyle = "#ffffff";
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ctx.fillRect(0, 0, width, height);
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}
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ctx.drawImage(drawable, 0, 0, width, height);
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closeBitmap(drawable);
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const blob = await canvasToBlob(canvas, mimeType, quality);
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if (!blob) return file;
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// If the "compressed" version ended up larger (small already, or a
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// weird input), keep the original.
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if (blob.size >= file.size) return file;
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const ext =
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mimeType === "image/jpeg"
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? "jpg"
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: mimeType.split("/")[1]?.toLowerCase() || "bin";
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const newName = file.name.replace(/\.[^.]+$/, "") + `.${ext}`;
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return new File([blob], newName, {
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type: mimeType,
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lastModified: Date.now(),
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});
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}
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// ---------------------------------------------------------------------------
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// Internals
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// ---------------------------------------------------------------------------
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async function loadDrawable(
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file: File,
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): Promise<ImageBitmap | HTMLImageElement> {
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// createImageBitmap is the fast path on modern browsers — it decodes
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// off the main thread when supported.
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if (typeof createImageBitmap === "function") {
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try {
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return await createImageBitmap(file);
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} catch {
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// Fall through to the HTMLImageElement path.
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}
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}
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const url = URL.createObjectURL(file);
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const img = new Image();
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await new Promise<void>((resolve, reject) => {
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img.onload = () => resolve();
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img.onerror = () => reject(new Error("image decode failed"));
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img.src = url;
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});
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// Defer revoke so the image stays valid through the next canvas
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// draw — we revoke a tick later when it's safe.
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setTimeout(() => URL.revokeObjectURL(url), 0);
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return img;
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}
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function drawableDimensions(
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d: ImageBitmap | HTMLImageElement,
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): { width: number; height: number } {
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if ("naturalWidth" in d) {
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return { width: d.naturalWidth, height: d.naturalHeight };
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}
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return { width: d.width, height: d.height };
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}
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function scaleToFit(
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width: number,
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height: number,
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max: number,
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): { width: number; height: number } {
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if (width <= max && height <= max) return { width, height };
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const ratio = width > height ? max / width : max / height;
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return {
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width: Math.round(width * ratio),
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height: Math.round(height * ratio),
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};
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}
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function canvasToBlob(
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canvas: HTMLCanvasElement,
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type: string,
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quality: number,
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): Promise<Blob | null> {
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return new Promise((resolve) => {
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canvas.toBlob((b) => resolve(b), type, quality);
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});
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}
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function closeBitmap(d: ImageBitmap | HTMLImageElement) {
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if ("close" in d && typeof d.close === "function") d.close();
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}
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