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Per-scene preview thumbnails for templates. Admin clicks "ساخت پیشنمایش صحنهها" → one single-frame AE render per scene → content.scenes.snapshot_url → shown as a thumbnail in the admin scene list (and available to the studio). - migration 30_render_snapshot_jobs.sql: render.snapshot_jobs (queued|running| done|error, per scene, image_url). - render-svc: db/snapshotjobs.go (EnqueueSceneSnapshots, List, Claim, SetResult -> writes content.scenes.snapshot_url cross-schema, SetError); handlers/ snapshotjobs.go (admin POST/GET /v1/scene-snapshots/:project_id + node-facing internal claim/result/fail); main.go routes; gateway route. - devworker: RunSnapshots — fulfils snapshot jobs with a generated placeholder PNG (data: URL, scene-key-tinted) so the flow is verifiable without an AE node. Gated by RENDER_DEV_SNAPSHOTS (default off; never hijacks real render jobs). - admin UI: ProjectScenes "generate snapshots" button (enqueue + poll + reload) and a thumbnail (snapshot_url || image) per scene row. Verified e2e via the dev mock: enqueue -> jobs run -> content.scenes.snapshot_url populated -> scenes API returns it -> admin renders the thumbnail. Remaining (C2): node-agent real-AE runner — claim snapshot, aerender -s0 -e0 -> ffmpeg still -> upload to a PERMANENT URL (mirror file-svc, not the time-limited export presign) -> post result. Needs a live AE node to build + verify. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
126 lines
4.1 KiB
Go
126 lines
4.1 KiB
Go
package db
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import (
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"context"
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"github.com/google/uuid"
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"github.com/jackc/pgx/v5"
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)
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// SnapshotJob is an async "render one frame of a scene" job (status row).
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type SnapshotJob struct {
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ID uuid.UUID `json:"id"`
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SceneID uuid.UUID `json:"scene_id"`
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SceneKey string `json:"scene_key"`
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Status string `json:"status"` // queued | running | done | error
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ImageURL *string `json:"image_url,omitempty"`
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Error *string `json:"error,omitempty"`
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}
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// SnapshotClaim is the minimal info a node needs to render a claimed snapshot.
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type SnapshotClaim struct {
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ID uuid.UUID
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ProjectID uuid.UUID
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SceneID uuid.UUID
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SceneKey string
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CompName string
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Frame int
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}
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// EnqueueSceneSnapshots clears any prior snapshot jobs for the project and queues
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// one fresh job per active scene (comp_name defaults to the scene key — a comp of
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// that name; the node falls back to the render comp when it does not exist).
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// Returns the number of jobs queued.
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func (s *Store) EnqueueSceneSnapshots(ctx context.Context, projectID uuid.UUID) (int, error) {
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tx, err := s.pool.Begin(ctx)
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if err != nil {
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return 0, err
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}
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defer tx.Rollback(ctx)
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if _, err = tx.Exec(ctx, `DELETE FROM render.snapshot_jobs WHERE project_id = $1`, projectID); err != nil {
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return 0, err
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}
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tag, err := tx.Exec(ctx, `
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INSERT INTO render.snapshot_jobs (project_id, scene_id, scene_key, comp_name, frame, status)
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SELECT $1, sc.id, sc.key, sc.key, 0, 'queued'
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FROM content.scenes sc
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WHERE sc.project_id = $1 AND sc.deleted_at IS NULL AND sc.is_active = true`, projectID)
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if err != nil {
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return 0, err
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}
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if err = tx.Commit(ctx); err != nil {
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return 0, err
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}
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return int(tag.RowsAffected()), nil
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}
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// ListSnapshotJobs returns the snapshot jobs for a project (for polling).
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func (s *Store) ListSnapshotJobs(ctx context.Context, projectID uuid.UUID) ([]SnapshotJob, error) {
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rows, err := s.pool.Query(ctx,
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`SELECT id, scene_id, scene_key, status, image_url, error
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FROM render.snapshot_jobs WHERE project_id = $1 ORDER BY created_at`, projectID)
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if err != nil {
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return nil, err
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}
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defer rows.Close()
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var out []SnapshotJob
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for rows.Next() {
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var j SnapshotJob
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if err := rows.Scan(&j.ID, &j.SceneID, &j.SceneKey, &j.Status, &j.ImageURL, &j.Error); err != nil {
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return nil, err
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}
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out = append(out, j)
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}
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return out, rows.Err()
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}
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// ClaimSnapshotJob atomically grabs the oldest queued snapshot for a node.
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// Returns nil when the queue is empty.
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func (s *Store) ClaimSnapshotJob(ctx context.Context, nodeID uuid.UUID) (*SnapshotClaim, error) {
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var c SnapshotClaim
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err := s.pool.QueryRow(ctx, `
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UPDATE render.snapshot_jobs SET status = 'running', node_id = $1, updated_at = NOW()
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WHERE id = (
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SELECT id FROM render.snapshot_jobs
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WHERE status = 'queued'
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ORDER BY created_at
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LIMIT 1 FOR UPDATE SKIP LOCKED
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)
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RETURNING id, project_id, scene_id, scene_key, comp_name, frame`,
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nodeID).Scan(&c.ID, &c.ProjectID, &c.SceneID, &c.SceneKey, &c.CompName, &c.Frame)
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if err != nil {
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if err == pgx.ErrNoRows {
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return nil, nil
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}
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return nil, err
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}
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return &c, nil
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}
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// SetSnapshotResult marks a running snapshot done with its image URL and writes
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// that URL onto the content scene (same DB, cross-schema) so the studio + admin
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// render a real thumbnail.
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func (s *Store) SetSnapshotResult(ctx context.Context, id uuid.UUID, imageURL string) error {
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var sceneID uuid.UUID
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err := s.pool.QueryRow(ctx,
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`UPDATE render.snapshot_jobs SET status = 'done', image_url = $2, error = NULL, updated_at = NOW()
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WHERE id = $1 AND status = 'running' RETURNING scene_id`, id, imageURL).Scan(&sceneID)
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if err != nil {
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if err == pgx.ErrNoRows {
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return nil // job no longer running (cancelled/regenerated) — ignore late result
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}
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return err
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}
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_, err = s.pool.Exec(ctx,
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`UPDATE content.scenes SET snapshot_url = $2, updated_at = NOW() WHERE id = $1`, sceneID, imageURL)
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return err
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}
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func (s *Store) SetSnapshotError(ctx context.Context, id uuid.UUID, msg string) error {
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_, err := s.pool.Exec(ctx,
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`UPDATE render.snapshot_jobs SET status = 'error', error = $2, updated_at = NOW() WHERE id = $1 AND status = 'running'`,
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id, msg)
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return err
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}
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