feat(pipeline): render queue, worker service and automated preview generation
One "Queue Export" click now renders the EXR sequence, then rebuilds the shot headlessly with the studio slate/overlay template to produce the delivery MOV and review MP4. Implements RenderPipeline2 phases 1-2 plus the preview stage. Server: - New models Export, RenderJob, ExportEvent, Machine, WorkerHeartbeat, plus Project.deliveryConfig and per-submission slate fields (Export.vfxScope, Export.submissionNote, inherited from the shot's previous export). Both migrations are purely additive; no existing column is touched. - lib/render-pipeline: server-enforced state machine, transactional version increment with supersede, atomic FOR UPDATE SKIP LOCKED claim gated by machine availability windows, and a lease reaper run from instrumentation.ts. - /api/ext/* endpoints for the panel and workers; session-auth mirrors under /api/render and /api/machines for the web UI. - Pipeline pages: render queue, export detail, machine monitoring, plus an Exports tab on shot detail. RenderWorker (.NET 8 Windows service, new): - Registration, heartbeat as cancel channel, claim loop, aerender runner with progress parsing and stall watchdog, crash recovery and disk-spooled reporting that survives server downtime. - Preview stage: headless AE assembles the preview comp into a throwaway AEP with both output modules queued, then a single aerender pass renders them. Preview jobs are not claimed while an interactive AE session is open, so an artist's project is never taken over. AE panel: Queue Export with live status polling, urgent flag, retry, and the VFX Scope / Submission Note fields. Every existing panel action is unchanged. Preview chaining ships disabled behind SystemConfig preview.enabled. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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# VFXReview RenderWorker
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Windows service that drives `aerender.exe` on the artist workstations (RenderPipeline2 §7).
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It talks **only HTTP** to the VFXReview server (`/api/ext/*`, API-key auth) — it never
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gets a database connection. All scheduling policy (render windows, Render Now,
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urgent priority) is enforced server-side in the claim endpoint; the worker polls dumbly.
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## One click → EXR + MOV + MP4
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A single **Queue Export** click produces all three deliverables. The server
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chains two jobs:
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1. **AE_RENDER** — `aerender` writes the clean EXR sequence (no overlay, no LUT).
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2. **PREVIEW_ONLY** — created automatically when the render completes. The
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worker runs `AfterFX.com -noui -r scripts/vfxr_build_preview.jsx`, which opens
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the studio slate/overlay **template** AEP, imports the rendered EXRs, rebuilds
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the shot around them (OCIO → `_SHOW LUT` → `UNG_VFX_OVERLAY`), duplicates
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`UNG_EXPORT_TEMPLATE` into a preview comp with the slate filled in, queues the
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MOV (`4444 Tri`) and MP4 (`REVIEW_PREVIEW`) output modules, and **saves a
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throwaway AEP**. The worker then runs `aerender -project <that aep>` with no
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`-comp`, rendering both outputs in one launch.
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The MOV and MP4 land beside the EXRs. The MP4 is uploaded and registered as an
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ordinary `Version` — internal-only, never client-visible, and it changes no task
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or shot status (§10.0). Preview settings live in `SystemConfig` under
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`preview.*`, so template names and paths are changed without redeploying.
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If the preview stage fails, only it is retried — the validated EXRs are never
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re-rendered. The temp AEP is kept on failure so you can open it and see exactly
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what the farm built.
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### Proving headless AE first
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Headless AE is the one real unknown, so prove it before relying on it
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(spec 18.2-C4). **Close After Effects**, then:
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```powershell
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.\scripts\test-preview-build.ps1 -ExrDir "V:\_EXPORTS\...\v002" -ShotCode "UNG_111_001_030" -Version "v002"
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```
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It runs the exact build the worker runs and prints the result plus any warnings
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(missing LUT comp, missing slate layer, …), then gives you the `aerender` command
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to render what it built. If it reports no result file, AE cannot script headlessly
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under that account — fall back to having the panel pre-build the preview comp in
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the artist's AEP (then it is pure `aerender`), or the ffmpeg engine.
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## What it does (Phase 2 scope)
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- Registers on startup (E6) and receives server-supplied tuning (poll/heartbeat/lease/stall).
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- Heartbeats every 30 s (E7) — the heartbeat response is also the cancel channel.
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- Claims one `AE_RENDER` job at a time (E8), runs `aerender.exe` with the manifest's
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comp/frame-range/templates, parses `PROGRESS:` lines, reports progress + ETA (E9,
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renews the lease).
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- Stall watchdog: no progress for `stallTimeoutSeconds` (default 600) → kill process tree, retryable fail.
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- Deterministic errors (missing footage / missing comp / unopenable project) → non-retryable fail (E10);
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transient errors auto-requeue server-side up to `maxAttempts`.
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- On success: uploads the full aerender log via presign (E20), reports complete (E11).
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- Crash recovery: `current-job.json` written on claim; on restart the worker asks the server
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what became of the job and reports a retryable fail if it was still ours. Partial renders
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are never resumed — the next attempt clears its own output files and re-renders.
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- Durable reporting: complete/fail reports spool to disk and replay in order with backoff —
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rendering continues while the server is down.
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Preview generation (Phase 4) and validation (Phase 3) plug into this same service later.
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## Build
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Requires the .NET 8+ SDK.
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```bash
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cd RenderWorker/VFXReviewWorker
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dotnet publish -c Release -r win-x64 --self-contained -p:PublishSingleFile=true -o publish
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```
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Produces a single `publish/VFXReviewWorker.exe` — no runtime install needed on render nodes.
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## Configure
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Create `C:\ProgramData\VFXReviewWorker\config.json` (§7.8):
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```json
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{
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"serverUrl": "https://review.twotalesvfx.com",
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"apiKey": "<API_SECRET_KEY>",
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"machineName": "RENDER-01",
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"aerenderPath": "C:\\Program Files\\Adobe\\Adobe After Effects 2026\\Support Files\\aerender.exe",
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"aeVersion": "24.3",
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"ffmpegPath": "C:\\pipeline\\bin\\ffmpeg.exe",
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"pathMappings": [
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{ "from": "//SAN/", "to": "S:/" }
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]
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}
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```
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`pathMappings` translate the manifest's canonical UNC paths to this machine's drive
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mappings. Everything tunable (poll interval, lease, stall timeout, max attempts) lives in
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the server's SystemConfig and arrives at registration — no per-machine tuning files.
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## Run interactively (first-time smoke test)
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```bash
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VFXReviewWorker.exe
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```
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Logs go to the console-less service log at `%ProgramData%\VFXReviewWorker\logs\worker_YYYYMMDD.log`
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(14-day rolling). Confirm the machine appears on the web **Pipeline → Machines** page, then stop it.
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## Install as a Windows service
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Run as a studio account with SAN access (works whether or not an artist is logged in):
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```powershell
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sc.exe create VFXReviewRenderWorker binPath= "C:\pipeline\VFXReviewWorker\VFXReviewWorker.exe" start= auto obj= "STUDIO\svc-render" password= "<password>"
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sc.exe description VFXReviewRenderWorker "VFXReview render pipeline worker (aerender)"
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sc.exe start VFXReviewRenderWorker
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```
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Uninstall: `sc.exe stop VFXReviewRenderWorker && sc.exe delete VFXReviewRenderWorker`.
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## Rollout notes (spec §17.2)
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- Install on **one** workstation first; add the second after a clean week.
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- Set `render.maxAttempts = 1` in SystemConfig for the first week (observe before auto-retrying).
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- Enter each machine's render windows on the Machines page (`availability`), defaults:
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weekdays 19:00–08:00 + full weekends; Render Now override = 4 h.
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- The dashboard warns when the two workstations report different AE versions.
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## Tests
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```bash
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cd RenderWorker
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dotnet test
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```
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Covers the progress parser against recorded aerender transcript lines (success, error,
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non-retryable), ETA math, path mapping, log-tail ring buffer, and the output-dir
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clearing guard (only files matching the job's own pattern prefix are ever deleted).
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