f8ea9af3b67bd98ee16843f23f138fbf2e5cfcef
20 Commits
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f8ea9af3b6 |
feat(render): Phase 2 — FlexStory render passthrough + journey template seed
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>
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4f04f6bf75 |
feat(render+templates): Remotion engine, 16 branded templates (incl. 3D), seconds pricing, coming-soon
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> |
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6d79ddb8d1 |
feat(render): real progress %, ETA, and frequent preview during AE renders
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> |
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6cf8716d7e |
feat(render): node-agent AE snapshot runner (Epic C2) + colour render-binding (Epic B)
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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>
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bccebbd006 |
feat(render #36): real per-tier output height (360/540/720/1080/4K)
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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> |
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47a4ced973 |
feat(render B2): render binder writes user edits into AE before render
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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> |
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076c2e577f |
fix(render): resolve template id for render jobs + mock-fallback when no .aep
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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>
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e59f07df4e |
fix(node-agent): transcode AE render to MP4 with ffmpeg (real renders deliver MP4)
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> |
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9d499a89de |
fix(render): real AE render — pass -comp, fix export insert, ensure exports bucket
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>
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f0ce286527 |
fix(scan): force-kill stale AE processes before each launch (fresh start)
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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> |
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6e5efbdb2c |
fix(scan): also clear AE AppStates registry to stop Safe Mode 'Crash Repair' dialog
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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> |
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47dd87c60b |
fix(scan): launch AE with the project as arg to bypass the Home screen
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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> |
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0c461ff841 |
fix(import): IgnoreQueryFilters so revive sees soft-deleted scenes; clear AE crash state
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- 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> |
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0a7dd9b84c |
feat(nodes): live CPU/RAM/disk monitoring in the node list
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- node-agent: internal/metrics — read CPU% (GetSystemTimes), RAM (GlobalMemoryStatusEx), disk used%/total (GetDiskFreeSpaceEx) via stdlib kernel32 (no external dep; windows build + non-windows stub). Heartbeat now reports cpu_pct/ram_available_mb/disk_used_pct/ disk_total_gb + ae_running. - render-svc: heartbeat persists last_disk_pct + disk_total_gb (migration 29); RenderNode model + node SELECT/scan carry them. - admin: rewrite NodesTable to the real RenderNode shape (fixes a pre-existing items/V2Node mismatch that left the list empty) + a CPU/RAM/disk bars column + stale-heartbeat flag. - assets-bundle ingestion: ProjectMediaBundle (jszip) auto-maps project.zip → project/scene image/demo/colour + music; PatchProject gains image/full_demo/shared_colors_svg. - scan: RGBA (4-number) colours recognised + frshare single-int controls detected. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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6661f53734 |
fix(scan): Fix-mode scanner + dialog suppression + cancel/timer + importer revive
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- scan.jsx: app.beginSuppressDialogs() + clean quit (no AE hang on font/footage dialogs); FIX-mode branch parses frl_c(x)t/m(y) layer names → scenes by c(x); flexible/mockup keep comp-based walk; FR_SCAN_MODE selects. - render-svc: scan job carries project mode; cancel endpoint + node watchdog that kills AE on cancel; parseObjectURL handles minio:// (bucket in host); scan with no template fails cleanly; status guards so late results can't un-cancel. - content importer: revive soft-deleted scenes instead of duplicate-inserting (fixes scenes_project_id_key unique violation); orphan diff ignores deleted. - admin: scan dialog gets project-type picker + elapsed timer + Cancel button. - node-agent: AE-2026 wiring (host port 5010, host-reachable presign endpoint), FR_SCAN_MODE plumbing. docs/aep-template-convention.md: per-type naming + bundles. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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1ff6e494c0 |
@
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feat: AE template scanner + scene editor + AEP bundle pipeline
Scene editor (admin): per-project Scenes / Shared Colors / Color Presets
manager (ProjectScenes) reachable from each project.
AEP bundle pipeline: upload .aep or .zip → stored once per template at
templates/{project_id}/(bundle.zip|template.aep); render claim probes and
returns is_bundle+md5; node-agent extracts the bundle, locates the .aep
(zip-slip guarded), and caches by md5 so repeated renders extract once.
AE template scanner ("read scenes/colours/configs from the AEP"):
- content-svc importer: POST /v1/projects/{id}/scan/{preview,apply} —
review-diff-then-merge into scenes/elements/colours (manual edits kept).
- render-svc Go quick-scan: stdlib RIFX parser extracts comp names+durations
(no AE) → POST /v1/template-scans/{id}/quick.
- render-svc AE scan jobs + node-agent runner: queue → node runs scan.jsx
(reverse of legacy JSXGenerator conventions: frfinal/frshare/frl_/frd_) →
posts ScanResult back. Migration 26_render_scan_jobs.
- admin UI: "اسکن از افترافکت" with quick/full engines + diff-review modal.
Verified: importer preview/apply, Go quick-scan end-to-end (synthetic .aep →
scene imported), bundle extract unit tests, RIFX parser unit tests.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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7f2f65dd8a |
feat(render+node-agent+admin): install fonts on all render nodes + verify
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Push a font once → every node installs it → admin sees per-node status. - render-svc: font_requests + node_fonts tables (mig 25); admin GET/POST/DELETE /v1/node-fonts (with per-node status matrix); internal (HMAC) GET pending + POST status for node-agents - node-agent: fontSyncLoop polls pending fonts every 60s, downloads, installs (Windows Fonts dir + registry / macOS / linux fc-cache), reports Installed/Failed - gateway: /v1/node-fonts/* → render - admin /admin/node-fonts: upload a .ttf/.otf → install on all nodes; per-node Installed/Pending/Failed badges + counts + delete Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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bcc69f0a2e |
feat: complete node-agent pipeline, TLS proxy, billing cancel, password reset
Node-agent — full render pipeline (items 1-3):
- render-svc: ClaimedJob now includes aep_download_url (presigned MinIO GET,
2h TTL, path=templates/{original_project_id}/template.aep)
- render-svc: POST /v1/internal/render/jobs/:id/output-upload-url
allocates Export row + returns presigned MinIO PUT URL + export_id
- render-svc: db.CreateExportForJob() inserts export row with 30-day retention
- render-svc: InternalHandler now owns minio client (templatesBucket + exportsBucket)
MINIO_TEMPLATES_BUCKET env var (default flatrender-templates)
- node-agent: runner/download.go — DownloadFile() + UploadFile() (stdlib only)
- node-agent: client.GetOutputUploadURL() + ClaimedJob.AEPDownloadURL field
- node-agent: runJob() full flow: download AEP → render → get upload URL →
PUT output to MinIO → Complete(export_id)
All steps are non-fatal with fallback (AEP miss → mock, upload fail → no export)
TLS reverse proxy (item 15):
- Caddyfile: three virtual hosts (DOMAIN, API_DOMAIN, STORAGE_DOMAIN)
auto-TLS via Let's Encrypt; security headers; 512MB upload limit on API
- docker-compose.v2.yml: caddy:2-alpine service, ports 80/443/443udp,
caddy_data + caddy_config volumes; env vars DOMAIN/API_DOMAIN/STORAGE_DOMAIN/ACME_EMAIL
- .env.v2.example: new Caddy + MINIO_TEMPLATES_BUCKET entries
Billing portal (item 5):
- Identity: POST /v1/users/me/plan/cancel — sets cancelled_at, auto_renew=false
(access continues to expiry); 404 when no active plan
- POST /api/billing/cancel — frontend proxy, validates auth
- GET /api/billing/portal — redirects to /dashboard/settings?tab=billing
- SettingsBilling: "Cancel plan" button with confirm dialog + optimistic UI,
"Change plan" button; becomes "use client" component
Password reset UI (item 7):
- POST /api/auth/password-reset — proxies /v1/auth/password/reset/request
(always 200, anti-enumeration)
- POST /api/auth/password-reset-confirm — proxies /v1/auth/password/reset/confirm
- AuthPageContent: "Forgot password?" link on sign-in tab opens 2-step reset flow
(email → OTP+new-password) without leaving the auth page
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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d7743a6fbe |
feat: live render preview — node agent pushes PNG frames, frontend displays them in real time
render-svc: - db.UpdateJobPreview(): writes base64 PNG to render_jobs.image_preview_b64 (only on active jobs; Done/Failed/Cancelled rows ignored) - POST /v1/internal/render/jobs/:job_id/preview — node agent endpoint - Route registered under /v1/internal (nodeAuth) node-agent: - runner.PreviewFn callback type alongside ProgressFn - runner.preview.go: GeneratePreviewB64(percent, quality, resolution) — pure stdlib (image/png + encoding/base64), no external deps — 320×180 dark frame with animated progress bar + colored indicator dots - mock render: pushes a preview frame at every step (5→95%) - real AE render: pushes a preview frame every 30s - client.UpdatePreview(): POST /v1/internal/render/jobs/:job_id/preview - main.go: onPreview callback wires client.UpdatePreview() into runner.Run() frontend: - render-jobs.ts: RenderJobRow.preview_b64 field; read from progress endpoint - status/route.ts: previewB64 included in JSON response - RenderModal: aspect-ratio preview pane during polling — shows spinner until first frame arrives, then live-updates with each poll (every 3s); step label overlaid as badge bottom-right Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> |
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ee421ccc68 |
feat(render-svc+node-agent): add job-claim endpoint and build node-agent skeleton
render-svc: - db: ClaimJob() — atomic SELECT FOR UPDATE SKIP LOCKED; transitions job to Preparing, marks node Busy in a single transaction - models: ClaimJobRequest + ClaimedJob types - handlers/internal: POST /v1/internal/render/jobs/claim — 200 with job or 204 when queue empty - main: register the claim route under /v1/internal (nodeAuth) services/node-agent/ (new Go module github.com/flatrender/node-agent): - internal/config: env-var based config (NODE_ID required, sensible defaults) - internal/client: typed orchestrator HTTP client (Online, Heartbeat, ClaimJob, Complete, Fail, ReportCrash) — X-Node-Signature auth - internal/runner: AE render via aerender.exe or mock (for dev without AE) - cmd/agent/main: register online → heartbeat loop (5s) + poll loop (3s) → claim job → run render → report complete/fail; health endpoint on :7777 - Dockerfile: cross-compiles to Windows amd64 static binary Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> |