Closes the render boundary so a user's scene list (order, per-scene content,
per-scene duration, theme) actually drives the FlexStory engine — the one gap the
scene-engine mapping found.
- render-svc GetFlexStoryProps (db.go): structured per-scene query that groups
saved_scene_contents BY scene (the flat GetRenderBindings union collides when
scenes share keys like "title"), recovers blockId from the scene key
("<BlockId>__<n>"), and emits the FlexStory props object
{scenes:[{blockId,durationSec,props}], accentColor, …}.
- render-svc Claim (internal.go): when the template is Remotion + comp starts with
"FlexStory", send that object as a single "__flexprops__" binding (no protocol
struct change).
- node-agent remotionProps (remotion.go): if "__flexprops__" is present, pass it
to `remotion render --props` verbatim (it's the complete props object).
- scripts/seed_flexstory.py: seeds the CharacterJourney template (7 scenes, theme
colours, FLEXIBLE) with blockId-encoded scene keys, so the studio's existing
CopyTemplateGraphAsync copies them into saved_scenes with zero studio-svc change.
Both Go services compile; template is live in the catalog (detail 200, per-aspect
previews). End-to-end render verification needs a live Remotion render node.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- src/scenes/themes.ts: 6 curated themes (the cohesion rail) — pick one, then
tweak the 4 brand colors; every block derives its shades so a theme re-skins
the whole video coherently (verified: same journey rendered in warm-editorial
vs berry-pop by overriding only the 4 colors).
- src/scenes/presets.ts: CHARACTER_JOURNEY — the pilot template's scene list
("Idea → struggle → tool → win", 7 beats) as a FlexStory preset.
- briefs/character-journey.md: the filled Template Spec from the guided brief.
- Root.tsx: register CharacterJourney per aspect (FlexStory + the preset).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Turns a template into an ordered list of editable scene blocks instead of one
monolithic composition — the foundation for the scene-based template engine
(all Renderforest-style types, per-scene editable duration, add/duplicate/
delete/reorder). Render-side only; backend wiring is Phase 2.
- src/scenes/types.ts: SceneInstance/BlockProps/SceneBlock + withDefaults/clamp.
- src/scenes/chrome.tsx: shared 2.5D Three.js backdrop (parallax camera, blobs,
particles, optional 3D confetti) + grain/vignette/progress/kicker/transition.
- src/scenes/blocks/*: Core 6 blocks — TitleCard, CharacterScene (full room +
vendored CC0 character behind a desk), ImageCaption, KineticQuote, Slideshow,
OutroCTA — each with editable fields + its own duration range.
- src/scenes/registry.ts: the block registry (blockId -> block).
- src/compositions/FlexStory.tsx: the sequencer — stacks blocks in <Sequence>,
clamps per-scene duration, and computes composition length dynamically via
calculateMetadata (so add/delete/reorder/duration all flow to the render).
- StoryScenes.tsx: the 2.5D story proof this productizes; docs/TEMPLATE_BRIEF.md:
the guided creator flow + Template Spec.
Verified: all 6 blocks render via FlexStory in 16:9/1:1/9:16; a custom props
override (reordered scenes, custom characters/durations/colors) renders correctly
and the total length tracks Σ per-scene durations.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Polished-metal look: low-roughness (0.15) titanium + contrasty studio Environment
(light bases + bright softbox strips) so the rounded edges catch hot reflection
streaks that sweep as the phone rotates; shinier side buttons. Re-rendered all
aspects + preview, redeployed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- New @remotion/three template: titanium flagship phone (thin rim, glossy black
glass, rounded-corner screen via ShapeGeometry, dynamic island, side buttons),
light keynote studio (contact shadow + env reflections + DOF + soft bloom),
film grain + entrance light-sweep. All 3 aspects re-flowed.
- Editable screenUrl (user app screenshot textured onto the screen via TextureLoader
+ delayRender), appName/tagline/cta, 4 colours (dark text on light bg).
- Add pick(wide,square,tall) helper to lib/aspect.ts (Tier-0 from the R&D).
- Seed: AppShowcase3D + per-template text colour; built with the flat-artist skill.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- .claude/skills/flat-artist: the bundled FlatRender template-creation suite
(orchestrator + 16 sub-skills + design/motion R&D), mirrors the Gitea AISkills repo.
- services/remotion Root.tsx/templates.tsx: register the 3D templates + Three3DTest.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The CI server can't reach dl-cdn.alpinelinux.org (TLS error) — only the Nexus
mirror is reachable, and it proxies Docker images, not apk packages.
- frontend: drop `apk add libc6-compat` (vestigial Next.js-template line; the
deps stage only runs `npm ci` and the build/runtime stages never had it).
- 5 Go services (file/gateway/notification/payment/render): replace
`apk add ca-certificates tzdata` with copying ca-certificates.crt from the
golang builder stage + embedding tzdata via `go build -tags timetzdata`.
No more apk -> no dependency on the Alpine CDN.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Render engine
- Add Remotion (code-based) as a 2nd render engine alongside After Effects.
node-agent dispatches on Job.Engine; RunRemotion maps bindings -> --props,
renders native then ffmpeg-scales to the quality tier (aspect-preserving).
- content.projects.render_engine + render_remotion_comp (migration 32);
render-svc claim resolves engine and routes (skips .aep for Remotion).
- Admin TemplatesAdmin gains an engine picker + Remotion composition id field.
Template pack (services/remotion)
- 16 branded, Persian (Vazirmatn), color- and text-editable templates, each in
3 aspects (16:9 / 1:1 / 9:16): LogoMotion, Opener, InstaPromo, YouTubeIntro,
Slideshow, HappyBirthday, SalePromo, QuoteCard, EventInvite, Countdown,
GlitterReveal (editable logo image), NowruzGreeting (animated characters),
and 4 cinematic 3D templates via @remotion/three (Hero3D, Nowruz3D,
Birthday3D, Promo3D) with reflections + bloom/DOF/vignette.
- scripts/seed_remotion_templates.py seeds containers/projects/scenes/colors.
Pricing
- Rewrite /pricing to the seconds-based model (charge = length x resolution),
data-driven from /v1/plans, Toman, broker checkout.
Coming-soon
- Persian experimental-build overlay on all pages (launch date + countdown).
Fixes
- middleware matcher bypasses all static asset paths; catalog mapping passes
cover image + preview video so real thumbnails render.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The render page already displayed progress/ETA/preview — but the node agent never
fed real data: aeRender used fake +5%/10s increments, discarded aerender stdout,
and pushed a preview only every 30s. (Plus the deployed agent predated even the
progress-reporting wiring.)
node-agent (aeRender):
- Capture aerender stdout; parse "(N):" current frame + "N frames"/"to N" total.
- Real percentage when total is known (5–90%, headroom for transcode/upload),
else a smooth time-asymptotic estimate that never sticks — message shows the
live frame number either way.
- Push a preview frame ~every 8s (was 30s) so the box fills in quickly.
render-svc:
- GET /v1/renders/:id/progress now computes eta_seconds from started_at + progress
(linear extrapolation) instead of returning null.
frontend:
- Thread eta_seconds → status route → render page; page prefers the server ETA and
falls back to the client-observed rate.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- identity: when FlatPay (broker) is configured, InitiateZarinPalAsync
routes through pay.flatrender.ir instead of calling ZarinPal directly;
new HandleBrokerCallbackAsync confirms the payment via the broker
inquiry API (authoritative, not trusting the redirect) and activates
the plan. New public endpoint GET /v1/payments/callback/broker
(already public at the gateway via /callback/*). Env-gated — empty
FlatPay__ApiKey keeps the legacy direct-ZarinPal path.
- broker: deliver webhooks inline on enqueue (best-effort) in addition
to the retry loop, so clients credit near-instantly (db.GetWebhook +
goroutine kick).
- compose + ENV_FILE: FlatPay__* for identity (FLATPAY_FLATRENDER_*).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A generic multi-client payment gateway so FlatRender, meezi.ir and
bargevasat.ir can all pay through ZarinPal's single verified callback
domain (pay.flatrender.ir).
New Go service services/payment (clones the notification skeleton +
vendored deps):
- migration 31_payment_broker.sql — `payment` schema: client_apps,
transactions, webhook_deliveries.
- ZarinPal v4 client ported from the proven identity PaymentService
(request.json -> StartPay -> verify.json; codes 100/101).
- client API: POST /v1/pay/request + /v1/pay/inquiry, authed by
X-Api-Key + HMAC body signature; GET /callback/zarinpal (the single
verified endpoint) verifies, then 302s the user back to the site's
return_url (signed) and fires a signed, retried webhook.
- per-client ZarinPal merchant override (default = shared merchant);
amount stored canonically in Rial, unit to ZarinPal env-configurable.
- admin API /v1/admin/* (FlatRender admin JWT): client-app CRUD +
key issue/rotate + transactions list.
Deploy wiring: payment-svc in docker-compose.v2.yml (host port 1607),
pay.flatrender.ir server block in mirror-nginx conf, ENV_FILE +
README updates (cert SAN + manual migration note).
Admin UI: src/components/admin/PaymentsAdmin.tsx (client apps with
one-time key reveal + rotate, transactions table) + /admin/payments
page + nav link + fa/en strings; pay-admin proxy route to payment-svc.
Docs/SDK: deploy/PAYMENTS.md (integration contract) + deploy/sdk/flatpay.js
(zero-dep Node client + webhook verifier) for meezi/any site.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
mirror.soroushasadi.com serves only cached images (node:20 resolved, golang:1.25
was 'not found' — too new to be cached, upstream can't back-fill). Point the Go
services' golang:1.25-alpine base at mirror.kargadan.ir per infra owner; alpine/
busybox/node/postgres/minio stay on soroushasadi (cached). GOPROXY already kargadan.
Docker Hub blocks Iran (403) on the BUILD base images too (golang/alpine/busybox/
node) once they fall out of cache. Prefix every Docker Hub FROM/COPY --from with
mirror.soroushasadi.com/ (MCR dotnet images are reachable, left as-is). Go builders
also set GOPROXY=mirror.kargadan.ir/repository/go-group/ + GOSUMDB=off so any module/
toolchain fetch avoids the geo-blocked proxy.golang.org.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- .gitea/workflows/ci-cd.yml: frontend tsc check → self-hosted deploy job that
builds the full compose stack and brings it up behind Caddy. Locks
COMPOSE_PROJECT_NAME=flatrender (stable volumes), backs up the DB before each
deploy, health-waits gateway+frontend, no `down -v`.
- Route all package installs through mirror.soroushasadi.com:
frontend Dockerfile npm registry → NPM_REGISTRY build arg (Nexus default);
3× NuGet.Config (content/identity/studio) → HTTPS nuget-group (were a bare IP).
- Harden host ports: ${HOST_BIND:-0.0.0.0} prefix on postgres/minio/render/gateway/
frontend so prod (HOST_BIND=127.0.0.1) keeps them off the public internet — only
Caddy 80/443 is public. Dev (unset → 0.0.0.0) unchanged.
- render-svc MINIO_USE_SSL now env-driven (MINIO_HOST_USE_SSL) for HTTPS storage domain.
- deploy/ENV_FILE.production.example (the Gitea secret template) + deploy/README.md
(one-time setup + go-live checklist).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Idempotent seed (services/content/migrations/002_seed_blog_learn_pages.sql):
one Blog article, one Learn tutorial, and the 7 static Page rows
(about/contact/careers/privacy/terms/cookies/help) so the new public sections
render with real content and the admin "Pages" section has editable rows.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
C2 — real-AE scene snapshots on the node:
- node-agent: runner/snapshot.go RunSnapshot (aerender -comp <key> -s f -e f
→ findRenderedOutput → ffmpeg -frames:v 1 PNG); client ClaimSnapshot /
GetSnapshotUploadURL / ReportSnapshotResult / ReportSnapshotFail; snapshotLoop +
pollSnapshotOnce mirroring the scan loop (reuses the AE-exclusive lock).
- render-svc: GetSnapshotJobMeta + UploadURL handler presigns a PUT to the
public-read user-uploads bucket at snapshots/{project}/{scene}.png and returns a
permanent public_url (not the time-limited export presign); MINIO_UPLOAD_BUCKET +
MINIO_PUBLIC_URL config + compose env + /snapshot/:id/upload-url route.
Epic B — bind edited colours into the render:
- render-svc GetRenderBindings UNIONs studio.saved_shared_colors +
saved_scene_colors (type 'color') so the node writes them before render.
- node-agent binder.go routes type:"color" bindings into the bind-spec colors[]
array that bind.jsx already applies to the frshare colour layers.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
"Use this example" now actually fills the new project, not just stores a ref.
- studio-svc: CreateProjectAsync applies the chosen preset story's saved values
after the template-graph copy. ApplyPresetValuesAsync reads
content.preset_stories.scenes_spa = { values: {contentKey:value},
colors: {elementKey:hex} } and overlays them onto studio.saved_scene_contents
(by key) + saved_shared_colors/saved_scene_colors (by element_key, is_selected).
Keys are globally unique (AE convention) so key-only matching is safe.
Malformed scenes_spa is skipped (defaults kept). Runs in the create tx.
- admin UI: ProjectPresetStories raw scenes_spa textarea replaced with a
structured PresetValueEditor — loads each preset scene's content elements +
the project's shared colours and renders a type-aware input per item
(text/textarea/number, media→upload, fill/color→colour). Serializes to
scenes_spa {values,colors}; parses it back on edit.
Verified e2e: authored a preset with values+colour → used it → the new
project's saved_scene_contents + saved_shared_colors carry the preset values
(which the B2 render binder then writes into AE).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Epic A — admins author premade example videos per template; users pick one
on the template detail page to start a pre-filled project.
Backend (content-svc):
- PresetStory DTOs + PresetStoryService (admin CRUD + public published-only
filter via role check + soft-delete) + PresetStoriesController (/v1/preset-stories)
- DI registration; gateway route /v1/preset-stories (optionalAuth, public read)
Frontend:
- ProjectPresetStories admin authoring UI (name/description/demo upload/published/
sort + scene picker with order+duration + advanced scenes_spa); «ویدیوهای نمونه»
button + modal in ProjectsAdmin
- TemplateDetailExamples renders real published stories (image/video preview,
hover → "use this example" → creates a pre-bound project), falls back to
placeholders when none; selected aspect's variant id keys the fetch
- public /api/preset-stories route; preset_story_id plumbed through
createProjectFromTemplate + projects POST route; usePreset i18n (fa+en)
Verified: full CRUD via gateway (public hides unpublished); creating a project
with presetStoryId persists selected_preset_story_id on the saved project.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
The V2 scene-inputs editor only exposed ~15 of the content model's
~40 fields. Restore full parity with the legacy admin controller.
content-svc:
- SaveContentElementRequest + ContentElementResponse widened to the
complete field set (text/font, direction/RTL, media, advanced, DP)
- ApplyElement / ToElementResponse map every field 1:1
(Enum.TryParse for JustifyKind + AiInputType)
frontend (SceneInputsEditor):
- common fields up top; an "advanced" toggle reveals grouped sections:
Text and Font, Direction (RTL/LTR), Media, Advanced, Design-Presets (DP)
- editing an element loads the full field set; rows show font/hidden badges
- nullable numbers sent as null, enums as named values (snake_case body)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The node's onProgress callback only LOGGED — it never POSTed, so render_progress stayed
0 and step stayed Preparing (no bar, no ETA). Add render-svc POST
/v1/internal/render/jobs/{id}/progress (UpdateJobProgress: set render_progress + bump
step Queued/Preparing→Rendering once >0) + client UpdateProgress + wire onProgress to
post it (8s best-effort timeout, AE-CPU/DB-starvation tolerant). Preview already posts;
real-frame preview is epic C.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Template copy now carries choose_mode from the content project → studio store gets
chooseMode; AddSceneMenu returns null for FIX/MusicVisualizer. Admin ProjectScenes
hides '+ صحنهٔ جدید' (shows an 'scenes defined in AE' note) for fixed modes. Verified
choose_mode=FIX flows end-to-end. (Visible admin nav link added earlier.)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
r_height was hardcoded 1080. render-svc now derives r_height from the resolution
(ResolutionHeight) on job create; node-agent ffmpeg downscales to the tier height
(scale=-2:H). Quality picker now actually changes output size.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Edits previously never reached the MP4 (the node rendered template defaults). Now:
- render-svc claim includes the saved input values as bindings (GetRenderBindings →
saved_scene_contents with non-empty value).
- node-agent: new binder.go emits a JSON bind-spec + downloads media locally, runs the
pre-existing data-driven bind.jsx via afterfx (sets text layers' Source Text, replaces
media footage), saves a bound.aep next to the template, then aerender renders THAT.
- 12-min timeout + fresh-AE + done-marker polling (mirrors scan). Non-fatal: on bind
failure the job still renders template defaults.
Verified binding data flows (edited frl_c1t1/frl_c1t2 → claim bindings). Live MP4
verification needs the updated node-agent.exe re-run.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Studio edits previously went only to edit_state; the render binds saved_scene_contents,
so edits never reached the MP4. Add studio-svc PATCH /v1/saved-projects/{id}/contents
(update saved_scene_contents.value/value_file_id by content key, ExecuteSqlInterpolated
for null-safe params) + Next /api/projects/[id]/contents route + persistence hook pushes
edited values (from bridged c-<key> layers) alongside the scene_data save. Verified
text persists incl. UTF-8 Persian (9 chars/17 bytes).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Identity: admin-only PATCH /v1/users/{id} (reuses UpdateMeAsync) + POST {id}/avatar.
Admin Users panel: «پروفایل» modal to view/edit name/slogan/about/company/website/
country/national-code/birthdate/gender/avatar for any user. Verified admin→other-user edit.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Extends CopyTemplateGraphAsync: repeater children flatten into saved_scene_contents
(repeater_item_key/index via repeater_items); scene characters+controllers and color
presets+items copied, correlated by (new scene, original-id/sort) since studio tables
lack original-id columns. studio character.key is a uuid → store original char id.
No regression on templates without these (copy 0 rows). All enum cols cast ::text.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
THE bug behind "AEPFilePath is required for real AE render": CreateJob inserted
original_project_id = saved_project_id (VALUES $3,$3), so the claim looked for the
render bundle at templates/{saved_project_id}/ — which never exists. The bundle
lives at templates/{TEMPLATE_id}/. Now original_project_id is resolved from
studio.saved_projects.original_project_id (the template the project was built from).
(Direct-SQL test renders masked this by setting the template id explicitly.)
Also harden the node-agent: Run() falls back to mock render when AEPFilePath is
empty even if AE is installed (previously hard-errored), so a missing/un-promoted
template degrades gracefully instead of failing the job.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
After a CPU-heavy AE render+transcode the orchestrator/DB can be briefly slow;
the 15s client timeout made the post-render output-upload-url call fail and the
finished MP4 was dropped (completed without export). Bumped client timeout to 60s
and retry the upload-URL call up to 4× with backoff so a finished render's output
is never lost to a transient stall.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
aerender can't reliably write H.264 directly in modern AE — it renders the
project's output module (Lossless AVI/MOV) and ignores the .mp4 extension,
producing a multi-GB .avi the agent then failed to find/upload.
- findRenderedOutput(): locate the file aerender actually wrote (output.avi/.mov/.mp4)
- transcodeToMP4(): ffmpeg → H.264 yuv420p + AAC + faststart; drops the lossless
intermediate. ffmpeg located via $FFMPEG_PATH, beside the agent exe, or PATH.
- Graceful fallback: if ffmpeg is missing/fails, upload the raw render so the job
still delivers a (large but valid) file.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The output-upload-url 500 was NOT the enum cast — it was:
1. INSERT referenced original_project_id; the exports table column is project_id
2. file_type/create_type literals were lowercase ('video'/'render') but the
export_file_type/export_create_type enums are PascalCase ('Video'/'Render')
Verified the corrected INSERT against the live schema. Now real renders produce
a downloadable export instead of completing with export=nil.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Scene content elements (the editable Text/Media/Color/… inputs inside a scene)
had no CRUD — only AEP-import created them, so admins couldn't define or edit
them. Added full management:
content-svc:
- SceneElementsController: GET/POST/PUT/DELETE /v1/scene-elements?scene_id=
- SceneColorService: Get/Create/Update/DeleteContentElementAsync
- ContentElementResponse + SaveContentElementRequest (key, title, type,
default_value, hint, position, text-box/font/media flags)
gateway: route /v1/scene-elements/*path → content
frontend: SceneColorEditor scenes tab → per-scene "ورودیها" expander with full
add/edit/delete of inputs (15 element types: Text/Media/Color/Number/…)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Three bugs surfaced bringing up a real After Effects node (verified: AE 2026
claimed + ran, but produced no usable output):
1. aerender got no -comp/-rqindex → "output argument ignored", nothing rendered.
- Claim now returns comp_name from content.projects.render_aep_comp (e.g. "frfinal")
via new Store.GetTemplateCompName; threaded through ClaimedJob → runner.Job →
aerender args (`-comp <name>`, or `-rqindex 1` fallback when unknown).
2. CreateExportForJob INSERT passed render_quality as a bare param into an enum
column → 500 ("output-upload-url HTTP 500"), so completed renders had no export.
- Cast $8::render.render_quality (+ explicit casts for file_type/create_type enums).
3. flatrender-exports bucket didn't exist → uploads would fail anyway.
- render-svc now MakeBucket(exports, templates) idempotently at startup.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
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>
config:
- LoadEnvFile(): reads agent.env beside the exe (or $AGENT_ENV_FILE) before env,
so the sc.exe service needs no per-service environment plumbing; real env wins
deploy/ (new):
- build-windows.ps1 cross-compile → dist\ + stage the deploy kit
- agent.env.example fully documented config template
- install-service.ps1 register as auto-start Windows service (native sc.exe),
crash-restart 3×/5s, no NSSM dependency
- uninstall-service.ps1 stop + remove
- wireguard-node.conf.template + setup-wireguard.ps1 node dials out only, no
public IP / inbound rules; tunnel installed as boot service
- README.md full control-plane + node walkthrough, ops table, troubleshooting
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Build now created an EMPTY project: (1) the studio binds camelCase but the frontend
sent snake_case → original_project_id dropped to Guid.Empty; (2) CreateProjectAsync
never copied scenes. Now:
- saved-projects.ts sends camelCase (originalProjectId/copyDefaultValues).
- /api/projects resolves the container slug → first published variant content project.
- StudioService.CreateProjectAsync deep-copies the content scene graph (scenes +
content elements + scene colours + shared colours) into the new saved project via
one atomic cross-schema SQL copy (enum cols cast to text; temp scene-id map).
Verified: insta-promo → 1 scene, 6 content fields, 4 shared colours, loadable by the
studio editor.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Root cause of 'stuck on AE': heavy expression-driven projects take >10min for AE
to open, exceeding the scan timeout → job dies → admin UI stuck 'scanning'.
Fix: extend the stdlib .aep RIFX parser to collect every Utf8 name (ParseNames),
since FIX media placeholders are renamed footage ITEMS (frl_c1m1), not layers, and
text are layer names (frl_c1t1) — both are Utf8 chunks. QuickScan now branches on
?mode= (or auto-detects frl_ names) and scaffolds FIX scenes/elements + frd_*color
slots directly from the binary. Verified on the real final.aep that timed out in AE:
1 scene, 6 elements, 4 colors in 0.5s vs 10-min AE timeout.
Admin 'Quick scan (no AE)' is now the recommended path and passes the project mode.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
PrepareFreshAE = taskkill AfterFX/aerender/AfterFXLib/dynamiclinkmanager/QT32
+ 2s settle + clear crash markers, then launch. A hung/zombie AE from a prior
job would otherwise block or corrupt the new run. RunScan now calls it.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SCRPriorState.json alone didn't suppress it — AE's per-session GUID under
HKCU\Software\Adobe\After Effects\AppStates persists after a kill/crash and
trips Safe Mode. ClearAECrashState now reg-deletes AppStates too (reg.exe, no dep).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
afterfx -r alone leaves AE on its empty Home/Start screen, which blocks the
script from running (AE sits idle on Untitled Project until the scan times out).
Now launch 'afterfx <aep> -r scan.jsx' so the project opens directly; scan.jsx
uses the already-open project and only app.open()s as a fallback.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The disk-column append only hit GetNodeByID (whitespace differed); ListNodes
lacked last_disk_pct/disk_total_gb, so the node list 500'd and rendered empty.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- AepImportService: the global Scene HasQueryFilter(DeletedAt==null) was hiding
soft-deleted rows, so the revive never matched and the importer re-inserted →
scenes_project_id_key violation. Add .IgnoreQueryFilters() to the load. (apply
now revives + returns 200, verified.)
- node-agent: ClearAECrashState() deletes AE's SCRPriorState.json before each
launch so the 'Crash Repair Options' dialog can't hang a headless scan/render.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>