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gitea/modules/avatar/avatar.go
wxiaoguang 82224c54e0
Improve avatar uploading / resizing / compressing, remove Fomantic card module (#24653)
Fixes: #8972
Fixes: #24263

And I think it also (partially) fix #24263 (no need to convert) ,
because users could upload any supported image format if it isn't larger
than AVATAR_MAX_ORIGIN_SIZE


The main idea: 

* if the uploaded file size is not larger than AVATAR_MAX_ORIGIN_SIZE,
use the origin
* if the resized size is larger than the origin, use the origin

Screenshots:

JPG:

<details>


![image](https://github.com/go-gitea/gitea/assets/2114189/70e98bb0-ecb9-4c4e-a89f-4a37d4e37f8e)

</details>

APNG:

<details>


![image](https://github.com/go-gitea/gitea/assets/2114189/9055135b-5e2d-4152-bd72-596fcb7c6671)


![image](https://github.com/go-gitea/gitea/assets/2114189/50364caf-f7f6-4241-a289-e485fe4cd582)

</details>

WebP (animated)

<details>


![image](https://github.com/go-gitea/gitea/assets/2114189/f642eb85-498a-49a5-86bf-0a7b04089ae0)

</details>

The only exception: if a WebP image is larger than MaxOriginSize and it
is animated, then current `webp` package can't decode it, so only in
this case it isn't supported. IMO no need to support such case: why a
user would upload a 1MB animated webp as avatar? crazy .....

---------

Co-authored-by: silverwind <me@silverwind.io>
2023-05-13 20:59:11 +02:00

127 lines
4.2 KiB
Go

// Copyright 2014 The Gogs Authors. All rights reserved.
// SPDX-License-Identifier: MIT
package avatar
import (
"bytes"
"errors"
"fmt"
"image"
"image/color"
"image/png"
_ "image/gif" // for processing gif images
_ "image/jpeg" // for processing jpeg images
"code.gitea.io/gitea/modules/avatar/identicon"
"code.gitea.io/gitea/modules/setting"
"github.com/nfnt/resize"
"github.com/oliamb/cutter"
_ "golang.org/x/image/webp" // for processing webp images
)
// DefaultAvatarSize is the target CSS pixel size for avatar generation. It is
// multiplied by setting.Avatar.RenderedSizeFactor and the resulting size is the
// usual size of avatar image saved on server, unless the original file is smaller
// than the size after resizing.
const DefaultAvatarSize = 256
// RandomImageSize generates and returns a random avatar image unique to input data
// in custom size (height and width).
func RandomImageSize(size int, data []byte) (image.Image, error) {
// we use white as background, and use dark colors to draw blocks
imgMaker, err := identicon.New(size, color.White, identicon.DarkColors...)
if err != nil {
return nil, fmt.Errorf("identicon.New: %w", err)
}
return imgMaker.Make(data), nil
}
// RandomImage generates and returns a random avatar image unique to input data
// in default size (height and width).
func RandomImage(data []byte) (image.Image, error) {
return RandomImageSize(DefaultAvatarSize*setting.Avatar.RenderedSizeFactor, data)
}
// processAvatarImage process the avatar image data, crop and resize it if necessary.
// the returned data could be the original image if no processing is needed.
func processAvatarImage(data []byte, maxOriginSize int64) ([]byte, error) {
imgCfg, imgType, err := image.DecodeConfig(bytes.NewReader(data))
if err != nil {
return nil, fmt.Errorf("image.DecodeConfig: %w", err)
}
// for safety, only accept known types explicitly
if imgType != "png" && imgType != "jpeg" && imgType != "gif" && imgType != "webp" {
return nil, errors.New("unsupported avatar image type")
}
// do not process image which is too large, it would consume too much memory
if imgCfg.Width > setting.Avatar.MaxWidth {
return nil, fmt.Errorf("image width is too large: %d > %d", imgCfg.Width, setting.Avatar.MaxWidth)
}
if imgCfg.Height > setting.Avatar.MaxHeight {
return nil, fmt.Errorf("image height is too large: %d > %d", imgCfg.Height, setting.Avatar.MaxHeight)
}
// If the origin is small enough, just use it, then APNG could be supported,
// otherwise, if the image is processed later, APNG loses animation.
// And one more thing, webp is not fully supported, for animated webp, image.DecodeConfig works but Decode fails.
// So for animated webp, if the uploaded file is smaller than maxOriginSize, it will be used, if it's larger, there will be an error.
if len(data) < int(maxOriginSize) {
return data, nil
}
img, _, err := image.Decode(bytes.NewReader(data))
if err != nil {
return nil, fmt.Errorf("image.Decode: %w", err)
}
// try to crop and resize the origin image if necessary
if imgCfg.Width != imgCfg.Height {
var newSize, ax, ay int
if imgCfg.Width > imgCfg.Height {
newSize = imgCfg.Height
ax = (imgCfg.Width - imgCfg.Height) / 2
} else {
newSize = imgCfg.Width
ay = (imgCfg.Height - imgCfg.Width) / 2
}
img, err = cutter.Crop(img, cutter.Config{
Width: newSize,
Height: newSize,
Anchor: image.Point{X: ax, Y: ay},
})
if err != nil {
return nil, err
}
}
targetSize := uint(DefaultAvatarSize * setting.Avatar.RenderedSizeFactor)
img = resize.Resize(targetSize, targetSize, img, resize.Bilinear)
// try to encode the cropped/resized image to png
bs := bytes.Buffer{}
if err = png.Encode(&bs, img); err != nil {
return nil, err
}
resized := bs.Bytes()
// usually the png compression is not good enough, use the original image (no cropping/resizing) if the origin is smaller
if len(data) <= len(resized) {
return data, nil
}
return resized, nil
}
// ProcessAvatarImage process the avatar image data, crop and resize it if necessary.
// the returned data could be the original image if no processing is needed.
func ProcessAvatarImage(data []byte) ([]byte, error) {
return processAvatarImage(data, setting.Avatar.MaxOriginSize)
}