Files
flatrender/services/render/internal/aep/parse.go
T
soroush.asadi 718564bce4
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feat(scan): binary FIX scan reads frl_/frd_ names from .aep (no AE, never hangs)
Root cause of 'stuck on AE': heavy expression-driven projects take >10min for AE
to open, exceeding the scan timeout → job dies → admin UI stuck 'scanning'.

Fix: extend the stdlib .aep RIFX parser to collect every Utf8 name (ParseNames),
since FIX media placeholders are renamed footage ITEMS (frl_c1m1), not layers, and
text are layer names (frl_c1t1) — both are Utf8 chunks. QuickScan now branches on
?mode= (or auto-detects frl_ names) and scaffolds FIX scenes/elements + frd_*color
slots directly from the binary. Verified on the real final.aep that timed out in AE:
1 scene, 6 elements, 4 colors in 0.5s vs 10-min AE timeout.

Admin 'Quick scan (no AE)' is now the recommended path and passes the project mode.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 22:48:53 +03:30

208 lines
6.3 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
Layers []string // layer names in file order (used by FIX-mode scanning)
}
// 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
}
// ParseNames returns every non-empty "Utf8" string in the project tree — layer
// names, item/footage names, comp names (and incidentally some text/expression
// strings). FIX-mode scanning filters this for the frl_/frd_ naming convention,
// which is reliable because those names are globally unique and distinctive.
//
// This is needed because FIX media placeholders are renamed *footage items*
// (e.g. frl_c1m1), not layers, so a layers-only walk misses them. Order is file
// order; duplicates are preserved (callers dedup).
func ParseNames(data []byte) ([]string, error) {
if len(data) < 12 || string(data[0:4]) != "RIFX" {
return nil, errors.New("not a RIFX/.aep file")
}
var names []string
collectUtf8(data[12:], &names)
return names, nil
}
func collectUtf8(buf []byte, out *[]string) {
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 == "Utf8" {
if s := clean(buf[ds:de]); s != "" {
*out = append(*out, s)
}
} else if id == "LIST" && size >= 4 {
collectUtf8(buf[ds+4:de], out)
}
adv := 8 + size
if size%2 == 1 {
adv++
}
off += adv
}
}
// 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
var layers []string
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 {
case id == "cdta":
hasCdta = true
cdta = body[ds:de]
case id == "Utf8":
if name == "" {
name = clean(body[ds:de])
}
case id == "LIST" && size >= 4 && string(body[ds:ds+4]) == "Layr":
// A composition's layers are nested "Layr" LISTs; the layer's display
// name is the first "Utf8" inside it (FIX templates encode scenes in
// these names, e.g. frl_c1t1). Empty/unnamed layers are skipped.
if ln := layerName(body[ds+4 : de]); ln != "" {
layers = append(layers, ln)
}
}
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), Layers: layers})
}
}
// layerName returns the first "Utf8" string among the DIRECT children of a "Layr"
// LIST body — that is the layer's display name. It does not recurse, so nested
// property/effect names (also stored as Utf8) cannot be mistaken for the name.
func layerName(body []byte) string {
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
}
if id == "Utf8" {
return clean(body[ds:de])
}
adv := 8 + size
if size%2 == 1 {
adv++
}
off += adv
}
return ""
}
func clean(b []byte) string {
return strings.TrimSpace(strings.TrimRight(string(b), "\x00"))
}
// 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
}