feat(snapshots): AE scene-snapshot pipeline + admin trigger (Epic C, C1)
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Per-scene preview thumbnails for templates. Admin clicks "ساخت پیش‌نمایش
صحنه‌ها" → one single-frame AE render per scene → content.scenes.snapshot_url
→ shown as a thumbnail in the admin scene list (and available to the studio).

- migration 30_render_snapshot_jobs.sql: render.snapshot_jobs (queued|running|
  done|error, per scene, image_url).
- render-svc: db/snapshotjobs.go (EnqueueSceneSnapshots, List, Claim, SetResult
  -> writes content.scenes.snapshot_url cross-schema, SetError); handlers/
  snapshotjobs.go (admin POST/GET /v1/scene-snapshots/:project_id + node-facing
  internal claim/result/fail); main.go routes; gateway route.
- devworker: RunSnapshots — fulfils snapshot jobs with a generated placeholder
  PNG (data: URL, scene-key-tinted) so the flow is verifiable without an AE node.
  Gated by RENDER_DEV_SNAPSHOTS (default off; never hijacks real render jobs).
- admin UI: ProjectScenes "generate snapshots" button (enqueue + poll + reload)
  and a thumbnail (snapshot_url || image) per scene row.

Verified e2e via the dev mock: enqueue -> jobs run -> content.scenes.snapshot_url
populated -> scenes API returns it -> admin renders the thumbnail.

Remaining (C2): node-agent real-AE runner — claim snapshot, aerender -s0 -e0 ->
ffmpeg still -> upload to a PERMANENT URL (mirror file-svc, not the time-limited
export presign) -> post result. Needs a live AE node to build + verify.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
soroush.asadi
2026-06-11 09:54:42 +03:30
parent 93411da462
commit 8488acb115
8 changed files with 406 additions and 0 deletions
@@ -102,6 +102,62 @@ func (w *Worker) simulate(ctx context.Context, jobID uuid.UUID) {
log.Printf("[devworker] job %s done", jobID)
}
// ── Snapshot mock ─────────────────────────────────────────────────────────────
// devSnapshotNode is the synthetic node id the mock records on claimed snapshots.
var devSnapshotNode = uuid.MustParse("00000000-0000-0000-0000-0000000000aa")
// RunSnapshots fulfils queued scene-snapshot jobs with a generated placeholder
// image (no AE) so the snapshot flow is exercisable in development. Gated by its
// own flag so it never touches real render jobs. Production uses real nodes.
func (w *Worker) RunSnapshots(ctx context.Context) {
log.Printf("[devworker] snapshot mock started (poll %s) — NOT for production", w.interval)
ticker := time.NewTicker(w.interval)
defer ticker.Stop()
for {
select {
case <-ctx.Done():
return
case <-ticker.C:
w.snapTick(ctx)
}
}
}
func (w *Worker) snapTick(ctx context.Context) {
claim, err := w.store.ClaimSnapshotJob(ctx, devSnapshotNode)
if err != nil {
log.Printf("[devworker] snapshot claim error: %v", err)
return
}
if claim == nil {
return // queue empty
}
if err := w.store.SetSnapshotResult(ctx, claim.ID, snapshotPlaceholder(claim.SceneKey)); err != nil {
log.Printf("[devworker] snapshot %s result failed: %v", claim.ID, err)
_ = w.store.SetSnapshotError(ctx, claim.ID, err.Error())
return
}
log.Printf("[devworker] snapshot %s (scene %s) done", claim.ID, claim.SceneKey)
}
// snapshotPlaceholder builds a 480×270 PNG card tinted by the scene key with a
// little "play" block, returned as a data: URL so the dev path needs no storage.
func snapshotPlaceholder(sceneKey string) string {
const w, h = 480, 270
var sum uint32
for _, r := range sceneKey {
sum = sum*31 + uint32(r)
}
base := color.RGBA{uint8(40 + sum%120), uint8(40 + (sum/120)%120), uint8(80 + (sum/7)%150), 255}
img := image.NewRGBA(image.Rect(0, 0, w, h))
draw.Draw(img, img.Bounds(), &image.Uniform{base}, image.Point{}, draw.Src)
draw.Draw(img, image.Rect(0, h/2-30, w, h/2+30), &image.Uniform{color.RGBA{0, 0, 0, 60}}, image.Point{}, draw.Over)
draw.Draw(img, image.Rect(w/2-18, h/2-18, w/2+18, h/2+18), &image.Uniform{color.RGBA{255, 255, 255, 230}}, image.Point{}, draw.Over)
var buf bytes.Buffer
_ = png.Encode(&buf, img)
return "data:image/png;base64," + base64.StdEncoding.EncodeToString(buf.Bytes())
}
// previewB64 builds a 320×180 PNG with a progress bar — same idea as the node
// agent's GeneratePreviewB64, kept local so render-svc has no node-agent dep.
func previewB64(pct int) string {