52be5be93f
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>
149 lines
4.8 KiB
Go
149 lines
4.8 KiB
Go
// Package config loads node-agent runtime configuration from environment variables.
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package config
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import (
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"bufio"
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"fmt"
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"os"
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"path/filepath"
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"strconv"
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"strings"
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)
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// LoadEnvFile reads a simple KEY=VALUE file and sets any variables that are not
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// already present in the environment. This lets the Windows service (installed
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// via sc.exe, which has no per-service env support) be configured by dropping an
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// `agent.env` file next to the executable — no registry edits required.
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//
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// Lookup order: $AGENT_ENV_FILE, then `agent.env` beside the exe, then `./agent.env`.
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// Lines starting with # and blank lines are ignored. Existing env vars win, so an
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// operator can still override any single value at the process level.
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func LoadEnvFile() {
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candidates := []string{}
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if p := os.Getenv("AGENT_ENV_FILE"); p != "" {
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candidates = append(candidates, p)
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}
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if exe, err := os.Executable(); err == nil {
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candidates = append(candidates, filepath.Join(filepath.Dir(exe), "agent.env"))
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}
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candidates = append(candidates, "agent.env")
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for _, path := range candidates {
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f, err := os.Open(path)
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if err != nil {
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continue
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}
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scanner := bufio.NewScanner(f)
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for scanner.Scan() {
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line := strings.TrimSpace(scanner.Text())
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if line == "" || strings.HasPrefix(line, "#") {
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continue
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}
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key, val, ok := strings.Cut(line, "=")
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if !ok {
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continue
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}
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key = strings.TrimSpace(key)
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val = strings.Trim(strings.TrimSpace(val), `"'`)
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if _, exists := os.LookupEnv(key); !exists {
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_ = os.Setenv(key, val)
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}
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}
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f.Close()
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return // first file found wins
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}
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}
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// Config holds all runtime settings for the node agent.
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type Config struct {
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// NodeID is the UUID of this render node, registered in the orchestrator.
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// Must match a row in render.render_nodes.
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NodeID string
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// OrchestratorURL is the base URL of the V2 API gateway (internal network).
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// Example: http://gateway:8080 or http://172.30.0.5:8088
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OrchestratorURL string
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// NodeHMACSecret is the shared secret sent as X-Node-Signature header.
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// Must match NODE_HMAC_SECRET in the render-svc environment.
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NodeHMACSecret string
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// Region is the datacenter/region label for this node (e.g. "iran-tehran-1").
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// The orchestrator uses it to route region-preferred jobs to this node.
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Region string
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// AEPath is the full path to the aerender.exe binary.
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// Example: C:\Program Files\Adobe\Adobe After Effects 2024\Support Files\aerender.exe
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// Leave empty to use mock rendering (for development / testing without AE).
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AEPath string
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// AfterFxPath is the full path to afterfx.exe (the AE app, used to run the
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// template scanner script). Defaults to afterfx.exe alongside aerender.exe.
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// Leave AEPath empty too to disable scanning (dev/mock).
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AfterFxPath string
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// WorkDir is the scratch directory for render temp files and AE project copies.
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WorkDir string
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// HeartbeatIntervalSec is how often the agent sends a heartbeat to the orchestrator.
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HeartbeatIntervalSec int
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// PollIntervalSec is how long the agent waits between job-claim attempts when idle.
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PollIntervalSec int
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// AgentVersion is the semantic version string reported to the orchestrator.
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AgentVersion string
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// AEVersion is the After Effects version string reported to the orchestrator.
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// Example: "2024"
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AEVersion string
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// ListenPort is the port for the agent's own HTTP health endpoint.
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ListenPort int
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}
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// Load reads configuration from environment variables, returning an error
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// if any required variable is missing.
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func Load() (*Config, error) {
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// Pull in agent.env (if present) before reading the environment.
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LoadEnvFile()
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c := &Config{
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NodeID: os.Getenv("NODE_ID"),
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OrchestratorURL: getEnv("ORCHESTRATOR_URL", "http://localhost:8088"),
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NodeHMACSecret: getEnv("NODE_HMAC_SECRET", "node-secret-change-me"),
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Region: getEnv("NODE_REGION", ""),
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AEPath: getEnv("AE_PATH", ""),
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AfterFxPath: getEnv("AFTERFX_PATH", ""),
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WorkDir: getEnv("WORK_DIR", os.TempDir()),
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AgentVersion: getEnv("AGENT_VERSION", "0.1.0"),
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AEVersion: getEnv("AE_VERSION", "2024"),
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HeartbeatIntervalSec: getInt("HEARTBEAT_INTERVAL_SEC", 5),
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PollIntervalSec: getInt("POLL_INTERVAL_SEC", 3),
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ListenPort: getInt("LISTEN_PORT", 7777),
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}
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if c.NodeID == "" {
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return nil, fmt.Errorf("NODE_ID environment variable is required")
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}
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// Derive afterfx.exe next to aerender.exe when not explicitly set.
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if c.AfterFxPath == "" && c.AEPath != "" {
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c.AfterFxPath = filepath.Join(filepath.Dir(c.AEPath), "afterfx.exe")
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}
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return c, nil
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}
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func getEnv(key, fallback string) string {
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if v := os.Getenv(key); v != "" {
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return v
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}
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return fallback
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}
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func getInt(key string, fallback int) int {
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if v := os.Getenv(key); v != "" {
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if n, err := strconv.Atoi(v); err == nil {
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return n
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}
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}
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return fallback
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}
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