feat(admin): auto-fill new scene length from the AEP
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When adding a scene in the admin scene editor, its duration is now pulled from the After Effects project automatically (scene key = comp name). frontend (ProjectScenes): - the new/edit scene form quick-scans the project .aep for comp names + durations and offers a "pick composition" dropdown that fills key, title and default duration in one click - the key field gains a datalist of comp names; typing a key that matches a comp auto-fills the length (only when empty, never clobbering a manual value) - an inline "AEP duration: Ns — insert" hint next to the duration field - graceful states when no .aep is uploaded / scan fails render-svc (aep.durationFromCdta): fix the composition-duration offset. The duration rational lives at cdta offset 44 (numerator) / 48 (time base) on AE 2024/2026, not 32/36 (previous guess) or 40/44 (boltframe reference, older builds). Made it version-robust: read the time base from the framerate dividend (offsets 4/8) and accept whichever offset places the time base right after the numerator. Verified against a real project — render comp frfinal parses to 15.02s (matches project_duration_sec 15.00). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -181,27 +181,44 @@ func clean(b []byte) string {
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return strings.TrimSpace(strings.TrimRight(string(b), "\x00"))
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}
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// durationFromCdta makes a best-effort attempt to read the comp duration from the
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// cdta chunk. The cdta layout varies by AE version; we read the frame-duration /
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// time-scale pair at well-known offsets and fall back to 0 (unknown) on any doubt.
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// Returning 0 is safe — the importer treats it as "leave duration unset".
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// durationFromCdta reads the comp duration (in seconds) from the cdta chunk.
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//
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// cdta layout (verified empirically against AE 2024/2026 project files):
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//
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// off 4 u32 framerate divisor
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// off 8 u32 framerate dividend == comp time base (ticks/sec)
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// off 44 u32 duration numerator (in time-base ticks)
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// off 48 u32 duration divisor (== time base)
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//
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// duration_seconds = numerator / time_base. The duration's byte offset shifts by
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// AE version (44 on recent builds, 40 on older ones documented by the boltframe
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// reference parser), so rather than hard-code one offset we accept whichever
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// places the time base immediately *after* the numerator — that self-selects the
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// correct field and rejects garbage. Returns 0 (unknown) on any doubt; the
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// importer treats 0 as "leave duration unset".
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func durationFromCdta(cdta []byte) float64 {
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// cdta encodes time as rational values. Two uint32 BE commonly hold the comp
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// duration (in frames at the comp's time scale) and the time scale (fps base).
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// Offsets 0x20 (duration) and 0x24 (scale) are the most consistent across
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// recent versions; guard heavily and bail to 0 if the numbers look invalid.
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if len(cdta) < 0x28 {
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if len(cdta) < 52 {
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return 0
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}
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durFrames := binary.BigEndian.Uint32(cdta[0x20:0x24])
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scale := binary.BigEndian.Uint32(cdta[0x24:0x28])
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if scale == 0 || durFrames == 0 || scale > 100000 || durFrames > 100000000 {
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frDivisor := binary.BigEndian.Uint32(cdta[4:8])
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timeBase := binary.BigEndian.Uint32(cdta[8:12]) // framerate dividend
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if frDivisor == 0 || timeBase == 0 {
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return 0
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}
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sec := float64(durFrames) / float64(scale)
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if sec <= 0 || sec > 36000 { // > 10h is nonsense → treat as unknown
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return 0
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if fps := float64(timeBase) / float64(frDivisor); fps < 1 || fps > 240 {
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return 0 // not a comp cdta we recognise
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}
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// round to 2 dp
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return float64(int(sec*100+0.5)) / 100
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for _, off := range []int{44, 40} { // recent layout first, then older
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num := binary.BigEndian.Uint32(cdta[off : off+4])
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div := binary.BigEndian.Uint32(cdta[off+4 : off+8])
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if num == 0 || div != timeBase {
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continue // divisor must equal the time base to be the duration field
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}
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sec := float64(num) / float64(timeBase)
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if sec <= 0 || sec > 36000 { // > 10h is nonsense
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continue
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}
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return float64(int(sec*100+0.5)) / 100 // round to 2 dp
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}
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return 0
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}
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