Files
flatrender/services/render/internal/db/snapshotjobs.go
T
soroush.asadi 6cf8716d7e
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feat(render): node-agent AE snapshot runner (Epic C2) + colour render-binding (Epic B)
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>
2026-06-11 18:08:43 +03:30

136 lines
4.5 KiB
Go

package db
import (
"context"
"github.com/google/uuid"
"github.com/jackc/pgx/v5"
)
// SnapshotJob is an async "render one frame of a scene" job (status row).
type SnapshotJob struct {
ID uuid.UUID `json:"id"`
SceneID uuid.UUID `json:"scene_id"`
SceneKey string `json:"scene_key"`
Status string `json:"status"` // queued | running | done | error
ImageURL *string `json:"image_url,omitempty"`
Error *string `json:"error,omitempty"`
}
// SnapshotClaim is the minimal info a node needs to render a claimed snapshot.
type SnapshotClaim struct {
ID uuid.UUID
ProjectID uuid.UUID
SceneID uuid.UUID
SceneKey string
CompName string
Frame int
}
// EnqueueSceneSnapshots clears any prior snapshot jobs for the project and queues
// one fresh job per active scene (comp_name defaults to the scene key — a comp of
// that name; the node falls back to the render comp when it does not exist).
// Returns the number of jobs queued.
func (s *Store) EnqueueSceneSnapshots(ctx context.Context, projectID uuid.UUID) (int, error) {
tx, err := s.pool.Begin(ctx)
if err != nil {
return 0, err
}
defer tx.Rollback(ctx)
if _, err = tx.Exec(ctx, `DELETE FROM render.snapshot_jobs WHERE project_id = $1`, projectID); err != nil {
return 0, err
}
tag, err := tx.Exec(ctx, `
INSERT INTO render.snapshot_jobs (project_id, scene_id, scene_key, comp_name, frame, status)
SELECT $1, sc.id, sc.key, sc.key, 0, 'queued'
FROM content.scenes sc
WHERE sc.project_id = $1 AND sc.deleted_at IS NULL AND sc.is_active = true`, projectID)
if err != nil {
return 0, err
}
if err = tx.Commit(ctx); err != nil {
return 0, err
}
return int(tag.RowsAffected()), nil
}
// ListSnapshotJobs returns the snapshot jobs for a project (for polling).
func (s *Store) ListSnapshotJobs(ctx context.Context, projectID uuid.UUID) ([]SnapshotJob, error) {
rows, err := s.pool.Query(ctx,
`SELECT id, scene_id, scene_key, status, image_url, error
FROM render.snapshot_jobs WHERE project_id = $1 ORDER BY created_at`, projectID)
if err != nil {
return nil, err
}
defer rows.Close()
var out []SnapshotJob
for rows.Next() {
var j SnapshotJob
if err := rows.Scan(&j.ID, &j.SceneID, &j.SceneKey, &j.Status, &j.ImageURL, &j.Error); err != nil {
return nil, err
}
out = append(out, j)
}
return out, rows.Err()
}
// ClaimSnapshotJob atomically grabs the oldest queued snapshot for a node.
// Returns nil when the queue is empty.
func (s *Store) ClaimSnapshotJob(ctx context.Context, nodeID uuid.UUID) (*SnapshotClaim, error) {
var c SnapshotClaim
err := s.pool.QueryRow(ctx, `
UPDATE render.snapshot_jobs SET status = 'running', node_id = $1, updated_at = NOW()
WHERE id = (
SELECT id FROM render.snapshot_jobs
WHERE status = 'queued'
ORDER BY created_at
LIMIT 1 FOR UPDATE SKIP LOCKED
)
RETURNING id, project_id, scene_id, scene_key, comp_name, frame`,
nodeID).Scan(&c.ID, &c.ProjectID, &c.SceneID, &c.SceneKey, &c.CompName, &c.Frame)
if err != nil {
if err == pgx.ErrNoRows {
return nil, nil
}
return nil, err
}
return &c, nil
}
// SetSnapshotResult marks a running snapshot done with its image URL and writes
// that URL onto the content scene (same DB, cross-schema) so the studio + admin
// render a real thumbnail.
func (s *Store) SetSnapshotResult(ctx context.Context, id uuid.UUID, imageURL string) error {
var sceneID uuid.UUID
err := s.pool.QueryRow(ctx,
`UPDATE render.snapshot_jobs SET status = 'done', image_url = $2, error = NULL, updated_at = NOW()
WHERE id = $1 AND status = 'running' RETURNING scene_id`, id, imageURL).Scan(&sceneID)
if err != nil {
if err == pgx.ErrNoRows {
return nil // job no longer running (cancelled/regenerated) — ignore late result
}
return err
}
_, err = s.pool.Exec(ctx,
`UPDATE content.scenes SET snapshot_url = $2, updated_at = NOW() WHERE id = $1`, sceneID, imageURL)
return err
}
func (s *Store) SetSnapshotError(ctx context.Context, id uuid.UUID, msg string) error {
_, err := s.pool.Exec(ctx,
`UPDATE render.snapshot_jobs SET status = 'error', error = $2, updated_at = NOW() WHERE id = $1 AND status = 'running'`,
id, msg)
return err
}
// GetSnapshotJobMeta returns the project id + scene key for a job (to build the
// object key the node uploads its rendered still to).
func (s *Store) GetSnapshotJobMeta(ctx context.Context, id uuid.UUID) (uuid.UUID, string, error) {
var pid uuid.UUID
var key string
err := s.pool.QueryRow(ctx,
`SELECT project_id, scene_key FROM render.snapshot_jobs WHERE id = $1`, id).Scan(&pid, &key)
return pid, key, err
}