Replace project with current server release and Windows setup
Import the 2026-10-09 source release, Fastify/SQLite backend, restored source assets, and analytics-enabled server build. Replace files from the previous release while retaining the existing repository history. Make builds portable across Windows and Linux, configure local startup, normalize Windows static asset paths, and fix test fixture cleanup and file URL handling. Exclude local environment settings, databases, dependencies, validation output, and TypeScript build cache from version control. Validation: npm ci, static and server builds, 106 arrival tests, and actual local HTTP checks passed. The full suite passed 467 of 470 tests; three tests still require QA fixtures omitted from the supplied release, documented in README-서버실행.md.
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import * as THREE from 'three';
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import {prepareExportPixels} from './ExportPixels';
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export type ExportKind='photo'|'scene';
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/** r169 uses linear shader output for targets; SRGB8_ALPHA8 encodes exactly once. */
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export async function captureScenePNG(renderer:THREE.WebGLRenderer,root:Document,kind:ExportKind,signal:AbortSignal,draw:(target:THREE.WebGLRenderTarget)=>void):Promise<Blob> {
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const check=()=>{if(signal.aborted)throw new DOMException('Cancelled','AbortError');if(renderer.getContext().isContextLost())throw new Error('화면 연결이 복구된 뒤 다시 저장해 주세요.');};
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check();
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const source=renderer.getDrawingBufferSize(new THREE.Vector2());
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const scale=Math.min(1,(kind==='photo'?1024:2048)/Math.max(source.x,source.y));
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const width=Math.max(1,Math.round(source.x*scale)),height=Math.max(1,Math.round(source.y*scale));
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const target=new THREE.WebGLRenderTarget(width,height,{type:THREE.UnsignedByteType,format:THREE.RGBAFormat,colorSpace:THREE.SRGBColorSpace,depthBuffer:true,samples:0});
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const previous=renderer.getRenderTarget(),viewport=renderer.getViewport(new THREE.Vector4()),scissor=renderer.getScissor(new THREE.Vector4()),scissorTest=renderer.getScissorTest();
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const clearColor=renderer.getClearColor(new THREE.Color()),clearAlpha=renderer.getClearAlpha(),autoClear=renderer.autoClear;
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try {
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const bytes=new Uint8Array(width*height*4);
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try {
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renderer.setClearColor(0x000000,0);renderer.autoClear=true;
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draw(target);
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} finally {
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renderer.setRenderTarget(previous);renderer.setViewport(viewport);renderer.setScissor(scissor);renderer.setScissorTest(scissorTest);renderer.setClearColor(clearColor,clearAlpha);renderer.autoClear=autoClear;
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}
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check();
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await renderer.readRenderTargetPixelsAsync(target,0,0,width,height,bytes);
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check();
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const pixels=prepareExportPixels(bytes,width,height,kind==='photo');
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const canvas=root.createElement('canvas');canvas.width=pixels.width;canvas.height=pixels.height;
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const context=canvas.getContext('2d');if(!context)throw new Error('이미지를 저장할 수 없어요. 다시 시도해 주세요.');
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const output=context.createImageData(pixels.width,pixels.height);output.data.set(pixels.data);context.putImageData(output,0,0);
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const blob=await new Promise<Blob>((resolve,reject)=>canvas.toBlob(value=>value?resolve(value):reject(new Error('이미지 파일을 만들지 못했어요.')),'image/png'));
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check();return blob;
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} finally {target.dispose();}
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}
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