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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>
@
128 lines
3.9 KiB
Go
128 lines
3.9 KiB
Go
// Package aep is a minimal, stdlib-only reader for After Effects project (.aep)
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// files. AEP is a RIFX container (big-endian RIFF). This reader does NOT fully
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// decode the project — it walks the chunk tree to extract composition names and
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// (best-effort) durations, which is enough for a headless "quick scan" that
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// scaffolds scenes without After Effects. Full fidelity (layers, colours, fonts)
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// requires the AE-JSX scanner running on a node.
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package aep
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import (
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"encoding/binary"
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"errors"
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"strings"
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)
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// Comp is a composition discovered in the project.
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type Comp struct {
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Name string
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DurationSec float64 // 0 when it could not be derived
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}
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// ParseComps walks a RIFX (.aep) buffer and returns its compositions.
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//
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// A composition is an "Item" LIST that contains a "cdta" (composition data)
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// chunk; its name is the Item's "Utf8" chunk. Folders and footage items lack
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// "cdta" and are skipped. This rule is robust across AE versions because only
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// comps carry cdta.
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func ParseComps(data []byte) ([]Comp, error) {
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if len(data) < 12 || string(data[0:4]) != "RIFX" {
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return nil, errors.New("not a RIFX/.aep file")
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}
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// data[4:8] = file size (BE), data[8:12] = form type ("Egg!"). Body follows.
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var comps []Comp
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seen := map[string]bool{}
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walk(data[12:], &comps, seen)
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return comps, nil
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}
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// walk iterates the chunks in buf (a LIST body or the file root), recursing into
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// every LIST so nested items inside folders are found.
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func walk(buf []byte, comps *[]Comp, seen map[string]bool) {
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off := 0
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for off+8 <= len(buf) {
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id := string(buf[off : off+4])
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size := int(binary.BigEndian.Uint32(buf[off+4 : off+8]))
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ds := off + 8
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de := ds + size
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if size < 0 || de > len(buf) {
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break
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}
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if id == "LIST" && size >= 4 {
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listType := string(buf[ds : ds+4])
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body := buf[ds+4 : de]
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if listType == "Item" {
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handleItem(body, comps, seen)
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}
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walk(body, comps, seen) // recurse (folders hold nested Item LISTs)
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}
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adv := 8 + size
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if size%2 == 1 {
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adv++ // chunks are word-aligned
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}
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off += adv
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}
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}
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// handleItem inspects the DIRECT children of an "Item" LIST: a "cdta" marks it as
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// a composition, the first "Utf8" is its name.
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func handleItem(body []byte, comps *[]Comp, seen map[string]bool) {
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var name string
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var cdta []byte
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hasCdta := false
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off := 0
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for off+8 <= len(body) {
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id := string(body[off : off+4])
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size := int(binary.BigEndian.Uint32(body[off+4 : off+8]))
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ds := off + 8
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de := ds + size
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if size < 0 || de > len(body) {
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break
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}
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switch id {
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case "cdta":
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hasCdta = true
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cdta = body[ds:de]
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case "Utf8":
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if name == "" {
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name = strings.TrimSpace(strings.TrimRight(string(body[ds:de]), "\x00"))
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}
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}
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adv := 8 + size
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if size%2 == 1 {
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adv++
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}
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off += adv
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}
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if hasCdta && name != "" && !seen[name] {
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seen[name] = true
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*comps = append(*comps, Comp{Name: name, DurationSec: durationFromCdta(cdta)})
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}
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}
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// durationFromCdta makes a best-effort attempt to read the comp duration from the
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// cdta chunk. The cdta layout varies by AE version; we read the frame-duration /
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// time-scale pair at well-known offsets and fall back to 0 (unknown) on any doubt.
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// Returning 0 is safe — the importer treats it as "leave duration unset".
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func durationFromCdta(cdta []byte) float64 {
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// cdta encodes time as rational values. Two uint32 BE commonly hold the comp
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// duration (in frames at the comp's time scale) and the time scale (fps base).
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// Offsets 0x20 (duration) and 0x24 (scale) are the most consistent across
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// recent versions; guard heavily and bail to 0 if the numbers look invalid.
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if len(cdta) < 0x28 {
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return 0
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}
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durFrames := binary.BigEndian.Uint32(cdta[0x20:0x24])
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scale := binary.BigEndian.Uint32(cdta[0x24:0x28])
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if scale == 0 || durFrames == 0 || scale > 100000 || durFrames > 100000000 {
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return 0
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}
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sec := float64(durFrames) / float64(scale)
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if sec <= 0 || sec > 36000 { // > 10h is nonsense → treat as unknown
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return 0
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}
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// round to 2 dp
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return float64(int(sec*100+0.5)) / 100
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}
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