Files
flatrender/services/render/internal/aep/parse.go
T
soroush.asadi 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>
@
2026-06-04 10:39:45 +03:30

128 lines
3.9 KiB
Go

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