Files
flatrender/services/node-agent/internal/config/config.go
T
soroush.asadi 52be5be93f feat(node-agent): production ops kit — Windows service + WireGuard mesh
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>
2026-06-05 12:20:48 +03:30

149 lines
4.8 KiB
Go

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