fix(render+studio): dev mock worker (unstick the queue) + lock predefined layers
Render — "stuck in Queued" fix: - Jobs were created Queued and only a Windows AE node could claim them, so in the dev stack (no node) they queued forever. - New devworker package: in-process mock worker drives Queued jobs through the steps with progress + live preview frames → Done. Enabled via RENDER_DEV_WORKER (default true in compose; set false in prod where real nodes claim jobs). - db: DevClaimNextQueued (atomic oldest-queued → Preparing) + UpdateJobStepProgress - Verified live: a stuck job advanced Preparing→Done in ~10s with frontend polling. Studio — predefined template structure: - Projects are always copied from a template; structure is fixed. Users customise existing layers, they don't add new ones. - New studio-config flag ALLOW_ADD_LAYERS (false): StudioToolbar (add text/image/ video/shape) returns null; SceneEditSidebar "add text layer" button hidden. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -0,0 +1,131 @@
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// Package devworker runs an in-process mock render worker so the full render
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// flow works in development without a Windows After Effects node.
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//
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// When enabled (RENDER_DEV_WORKER=true) it polls for Queued jobs, claims the
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// oldest, and drives it through the render steps — emitting progress and live
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// preview frames exactly like a real node agent would — then marks it Done.
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//
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// It is NEVER started in production; real render nodes claim jobs over the
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// internal API instead.
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package devworker
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import (
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"bytes"
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"context"
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"encoding/base64"
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"image"
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"image/color"
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"image/draw"
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"image/png"
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"log"
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"time"
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"github.com/flatrender/render-svc/internal/db"
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"github.com/google/uuid"
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)
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type Worker struct {
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store *db.Store
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interval time.Duration
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}
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func New(store *db.Store) *Worker {
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return &Worker{store: store, interval: 2 * time.Second}
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}
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// Run blocks until ctx is cancelled, processing one job at a time.
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func (w *Worker) Run(ctx context.Context) {
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log.Printf("[devworker] mock render worker started (poll %s) — NOT for production", w.interval)
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ticker := time.NewTicker(w.interval)
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defer ticker.Stop()
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for {
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select {
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case <-ctx.Done():
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log.Printf("[devworker] stopped")
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return
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case <-ticker.C:
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w.tick(ctx)
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}
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}
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}
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func (w *Worker) tick(ctx context.Context) {
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jobID, err := w.store.DevClaimNextQueued(ctx)
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if err != nil {
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log.Printf("[devworker] claim error: %v", err)
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return
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}
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if jobID == uuid.Nil {
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return // queue empty
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}
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log.Printf("[devworker] claimed job %s — simulating render", jobID)
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w.simulate(ctx, jobID)
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}
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// simulate drives a single job through the render steps with progress + preview.
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func (w *Worker) simulate(ctx context.Context, jobID uuid.UUID) {
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steps := []struct {
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step string
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pct int
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}{
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{"Preparing", 5},
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{"TemplateCache", 15},
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{"JsxGen", 25},
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{"Rendering", 40},
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{"Rendering", 60},
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{"Rendering", 80},
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{"Optimisation", 88},
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{"Video", 92},
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{"Uploading", 97},
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}
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for _, s := range steps {
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select {
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case <-ctx.Done():
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return
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case <-time.After(1200 * time.Millisecond):
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}
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if err := w.store.UpdateJobStepProgress(ctx, jobID, s.step, s.pct); err != nil {
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// Job was cancelled / deleted mid-flight — stop quietly.
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log.Printf("[devworker] job %s no longer updatable (%v) — abandoning", jobID, err)
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return
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}
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_ = w.store.UpdateJobPreview(ctx, jobID, previewB64(s.pct))
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log.Printf("[devworker] job %s — %s %d%%", jobID, s.step, s.pct)
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}
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// Complete (no export — dev renders produce no downloadable artifact).
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if _, err := w.store.CompleteJob(ctx, jobID, nil); err != nil {
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log.Printf("[devworker] complete job %s failed: %v", jobID, err)
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return
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}
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log.Printf("[devworker] job %s done", jobID)
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}
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// previewB64 builds a 320×180 PNG with a progress bar — same idea as the node
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// agent's GeneratePreviewB64, kept local so render-svc has no node-agent dep.
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func previewB64(pct int) string {
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const w, h = 320, 180
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img := image.NewRGBA(image.Rect(0, 0, w, h))
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draw.Draw(img, img.Bounds(), &image.Uniform{color.RGBA{15, 17, 30, 255}}, image.Point{}, draw.Src)
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barY, barH := h/2-6, 12
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draw.Draw(img, image.Rect(20, barY, w-20, barY+barH),
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&image.Uniform{color.RGBA{30, 34, 56, 255}}, image.Point{}, draw.Src)
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if pct > 0 {
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fillW := int(float64(w-40) * float64(pct) / 100.0)
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if fillW < 2 {
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fillW = 2
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}
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r := uint8(76 - int(float64(pct)*0.3))
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g := uint8(110 + int(float64(pct)*0.8))
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b := uint8(245 - int(float64(pct)*1.3))
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draw.Draw(img, image.Rect(20, barY, 20+fillW, barY+barH),
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&image.Uniform{color.RGBA{r, g, b, 255}}, image.Point{}, draw.Src)
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}
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var buf bytes.Buffer
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_ = png.Encode(&buf, img)
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return base64.StdEncoding.EncodeToString(buf.Bytes())
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}
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