feat(render): full-screen render page, one-active-render limit, app-wide progress
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Concurrent-render ceiling (a user runs 1 render at a time unless granted more):
- Identity: TokenService emits max_renders claim from User.ParallelRenderingCeiling
- Identity: admin POST /v1/users/{id}/render-slots (AdminService.SetRenderSlotsAsync,
clamped 1..50) — gamification or admin raises a user's ceiling
- render-svc: middleware reads max_renders (default 1); CreateJob rejects with 409
active_render_limit when active jobs >= ceiling
- render-svc: db.CountActiveJobs + ListActiveJobs; GET /v1/renders/active returns
in-flight renders + can_start_new
Full-screen render page (replaces the modal):
- /studio/render/[projectId]: config (resolution/fps) → live preview + progress →
download; resumes this project's in-flight render on mount; blocks when another
render is active; reads ?preset=
- StudioTopBar export menu now navigates to the page; RenderModal deleted (dead)
App-wide minimal progress:
- GlobalRenderProgress pill mounted in the locale layout for authed users; polls
/api/render/active every 4s, shows thumbnail + step + % on every page, click →
the render page; hidden on the render page and when idle
Admin: UserActions gains a "concurrent render slots" control.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -54,6 +54,39 @@ func (h *RenderHandler) List(c *gin.Context) {
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})
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}
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// GET /v1/renders/active
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// Lightweight list of the user's in-flight renders + their ceiling — powers the
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// app-wide mini progress widget and the "can I start another render?" check.
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func (h *RenderHandler) Active(c *gin.Context) {
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userID := middleware.GetUserID(c)
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jobs, err := h.store.ListActiveJobs(c.Request.Context(), userID)
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if err != nil {
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c.JSON(http.StatusInternalServerError, models.APIError{Code: "internal_error", Message: err.Error()})
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return
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}
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if jobs == nil {
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jobs = []*models.RenderJob{}
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}
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out := make([]gin.H, 0, len(jobs))
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for _, j := range jobs {
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out = append(out, gin.H{
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"id": j.ID,
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"saved_project_id": j.SavedProjectID,
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"name": j.Name,
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"step": j.Step,
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"render_progress": j.RenderProgress,
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"preview_b64": j.ImagePreviewB64,
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"created_at": j.CreatedAt,
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})
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}
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maxRenders := middleware.GetMaxRenders(c)
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c.JSON(http.StatusOK, gin.H{
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"active": out,
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"max_renders": maxRenders,
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"can_start_new": len(out) < maxRenders,
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})
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}
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// POST /v1/renders
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func (h *RenderHandler) Create(c *gin.Context) {
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userID := middleware.GetUserID(c)
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@@ -65,6 +98,20 @@ func (h *RenderHandler) Create(c *gin.Context) {
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return
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}
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// Concurrent-render ceiling: a user may run only `max_renders` renders at once
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// (default 1; raised by gamification level or an admin grant via the JWT claim).
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maxRenders := middleware.GetMaxRenders(c)
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active, err := h.store.CountActiveJobs(c.Request.Context(), userID)
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if err != nil {
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log.Printf("count active jobs failed (allowing render): %v", err)
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} else if active >= maxRenders {
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c.JSON(http.StatusConflict, models.APIError{
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Code: "active_render_limit",
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Message: "شما یک رندر در حال انجام دارید. برای شروع رندر جدید صبر کنید تا رندر فعلی کامل شود.",
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})
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return
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}
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// Daily render-limit: consume one render charge (0 max = unlimited).
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allowed, err := h.identity.Consume(c.Request.Context(), userID)
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if err != nil {
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