250 lines · 9.3 KB · TypeScript
RawDownload
/** * Re-encoding for stashed image attachments. * * The composer accepts images up to `PROVIDER_SEND_TURN_MAX_IMAGE_BYTES` * (10MB), but the stash persists them as base64 in localStorage, where the * whole origin shares a ~5MB quota. Rather than refuse large screenshots, * downscale + re-encode them to JPEG so a stashed prompt keeps its images. * * Only the *stashed copy* is compressed; the live composer attachment is * untouched, so sending without stashing still uploads the original file. */ /** * Longest edge kept when an image has to be re-encoded. Sized so a typical * retina screenshot (3024px wide) stays legible rather than being halved. */const MAX_DIMENSION = 2048;/** Base64 budget for a single stashed image (~975KB of binary). */export const MAX_STASH_IMAGE_DATA_URL_CHARS = 1_300_000;/** * Quality ladder tried in order until the encoded image fits the budget. * The floor stays high enough to avoid visible blocking on UI screenshots; * if even that overflows we drop resolution instead of quality. */const QUALITY_STEPS = [0.92, 0.85, 0.78, 0.68] as const;/** Extra downscale passes applied when even the lowest quality overflows. */const FALLBACK_SCALE_STEPS = [0.75, 0.55] as const; export interface CompressedStashImage {  dataUrl: string;  mimeType: string;  sizeBytes: number;  /** True when the payload was re-encoded rather than stored verbatim. */  recompressed: boolean;} /** * Why an image could not be stashed. Callers report these differently: * "too large" is a budget outcome, "unreadable" is a decode failure. */export type StashImageFailureReason = "too-large" | "unreadable"; export type CompressStashImageResult =  | { ok: true; image: CompressedStashImage }  | { ok: false; reason: StashImageFailureReason }; /** Chunked so a large image can't blow the argument limit of `fromCharCode`. */const BASE64_CHUNK_SIZE = 0x8000; function bytesToBase64(bytes: Uint8Array): string {  let binary = "";  for (let offset = 0; offset < bytes.length; offset += BASE64_CHUNK_SIZE) {    binary += String.fromCharCode(...bytes.subarray(offset, offset + BASE64_CHUNK_SIZE));  }  return btoa(binary);} /** * Blob → base64 data URL. Uses `arrayBuffer()` rather than `FileReader` so * the module works anywhere `Blob` does (including non-DOM test runners). */async function blobToDataUrl(blob: File | Blob, mimeTypeOverride?: string): Promise<string> {  const buffer = await blob.arrayBuffer();  const mimeType = mimeTypeOverride || blob.type || "application/octet-stream";  return `data:${mimeType};base64,${bytesToBase64(new Uint8Array(buffer))}`;} /** Approximate decoded byte count for a base64 data URL. */function dataUrlByteLength(dataUrl: string): number {  const commaIndex = dataUrl.indexOf(",");  const payload = commaIndex === -1 ? dataUrl : dataUrl.slice(commaIndex + 1);  const padding = payload.endsWith("==") ? 2 : payload.endsWith("=") ? 1 : 0;  return Math.max(0, Math.floor((payload.length * 3) / 4) - padding);} function canRecompress(): boolean {  return (    typeof createImageBitmap === "function" &&    (typeof OffscreenCanvas === "function" || typeof document !== "undefined")  );} interface Canvas2D {  canvas: OffscreenCanvas | HTMLCanvasElement;  context: OffscreenCanvasRenderingContext2D | CanvasRenderingContext2D;} function createCanvas(width: number, height: number): Canvas2D | null {  if (typeof OffscreenCanvas === "function") {    const canvas = new OffscreenCanvas(width, height);    const context = canvas.getContext("2d");    if (!context) return null;    return { canvas, context };  }  if (typeof document === "undefined") return null;  const canvas = document.createElement("canvas");  canvas.width = width;  canvas.height = height;  const context = canvas.getContext("2d");  if (!context) return null;  return { canvas, context };} /** * WebP is preferred: at matched visual quality it lands roughly 25-35% * smaller than JPEG, so the same budget buys more resolution and detail — * and it keeps alpha, so screenshots with transparency survive intact. * Browsers that can't encode it silently fall back to JPEG. */async function encodeToDataUrl(  canvas: OffscreenCanvas | HTMLCanvasElement,  quality: number,  mimeType: string,): Promise<{ dataUrl: string; mimeType: string } | null> {  if (typeof HTMLCanvasElement !== "undefined" && canvas instanceof HTMLCanvasElement) {    const dataUrl = canvas.toDataURL(mimeType, quality);    // toDataURL silently returns a PNG when the requested type is unsupported.    if (!dataUrl.startsWith(`data:${mimeType}`)) return null;    return { dataUrl, mimeType };  }  const blob = await (canvas as OffscreenCanvas).convertToBlob({ type: mimeType, quality });  if (blob.type && blob.type !== mimeType) return null;  return { dataUrl: await blobToDataUrl(blob, mimeType), mimeType };} /** * Draws `bitmap` scaled to fit `maxDimension` and encodes it as JPEG, * stepping quality down until the data URL fits `budgetChars`. Returns the * smallest encoding produced, even if it still exceeds the budget, so the * caller can decide whether to keep or drop it. */async function encodeWithinBudget(  bitmap: ImageBitmap,  maxDimension: number,  budgetChars: number,): Promise<{ dataUrl: string; mimeType: string } | null> {  const scale = Math.min(1, maxDimension / Math.max(bitmap.width, bitmap.height));  const width = Math.max(1, Math.round(bitmap.width * scale));  const height = Math.max(1, Math.round(bitmap.height * scale));  const target = createCanvas(width, height);  if (!target) return null;   // Probe WebP once; JPEG (no alpha) needs a white matte, so the fill has to  // happen before drawing and depends on which codec we end up using.  const probe = await encodeToDataUrl(target.canvas, QUALITY_STEPS[0], "image/webp");  const mimeType = probe ? "image/webp" : "image/jpeg";   if (mimeType === "image/jpeg") {    target.context.fillStyle = "#ffffff";    target.context.fillRect(0, 0, width, height);  }  target.context.drawImage(bitmap, 0, 0, width, height);   let smallest: { dataUrl: string; mimeType: string } | null = null;  for (const quality of QUALITY_STEPS) {    const encoded = await encodeToDataUrl(target.canvas, quality, mimeType);    if (!encoded) break;    if (smallest === null || encoded.dataUrl.length < smallest.dataUrl.length) {      smallest = encoded;    }    if (encoded.dataUrl.length <= budgetChars) {      return encoded;    }  }  return smallest;} /** * Produces the payload to persist for a stashed image. * * Small images are stored verbatim (preserving PNG transparency and exact * pixels). Anything over budget is downscaled and JPEG-encoded; if it still * doesn't fit after the fallback passes, returns `null` so the caller can * record it as dropped. */export async function compressImageForStash(  file: File,  budgetChars: number = MAX_STASH_IMAGE_DATA_URL_CHARS,): Promise<CompressStashImageResult> {  let originalDataUrl: string;  try {    originalDataUrl = await blobToDataUrl(file);  } catch {    return { ok: false, reason: "unreadable" };  }  if (originalDataUrl.length <= budgetChars) {    return {      ok: true,      image: {        dataUrl: originalDataUrl,        mimeType: file.type,        sizeBytes: file.size,        recompressed: false,      },    };  }  if (!canRecompress()) {    return { ok: false, reason: "too-large" };  }   let bitmap: ImageBitmap;  try {    bitmap = await createImageBitmap(file);  } catch {    return { ok: false, reason: "unreadable" };  }   try {    // Each pass shrinks relative to the *previous target*, capped by    // MAX_DIMENSION. Scaling a fixed ceiling instead would be a no-op for    // images already smaller than that ceiling — the fallback passes would    // all resolve to the source size and never actually reduce resolution.    const baseDimension = Math.min(MAX_DIMENSION, Math.max(bitmap.width, bitmap.height));    // Tracks whether the *last* attempt threw, so a run of encoder failures    // is reported as unreadable while a run of merely-too-big results is    // reported as too-large.    let encodeFailed = false;    for (const dimensionScale of [1, ...FALLBACK_SCALE_STEPS]) {      const targetDimension = Math.max(1, Math.round(baseDimension * dimensionScale));      let encoded: { dataUrl: string; mimeType: string } | null;      try {        encoded = await encodeWithinBudget(bitmap, targetDimension, budgetChars);      } catch {        // Canvas allocation, drawing, or the codec itself can throw — often        // precisely *because* the target is too big (OOM on a large bitmap).        // Keep trying the smaller fallback scales rather than giving up: a        // reduced pass may well succeed. The exception must never escape,        // though, since the caller finalizes the entry after this returns and        // a throw would strand it as permanently "still saving".        encodeFailed = true;        continue;      }      encodeFailed = false;      if (encoded && encoded.dataUrl.length <= budgetChars) {        return {          ok: true,          image: {            dataUrl: encoded.dataUrl,            mimeType: encoded.mimeType,            sizeBytes: dataUrlByteLength(encoded.dataUrl),            recompressed: true,          },        };      }    }    return { ok: false, reason: encodeFailed ? "unreadable" : "too-large" };  } finally {    bitmap.close();  }}