Commit Graph

141 Commits

Author SHA1 Message Date
twotalesanimation feb1c7b3e9 feat(render-pipeline): validation, QC and delivery builder
Completes RenderPipeline2 phases 3-5. Additive throughout: with
validation.enabled=false the pipeline behaves exactly as before.

Validation (§8) runs on the worker straight after a render, while it
still holds the job and the files are local. Everything is read from the
EXR header — one 64 KB read per sampled frame, no pixel decode — so the
engine needs no oiiotool. The render job deliberately stays open through
the stage, so a worker that dies there is reaped and retried instead of
stranding the export in VALIDATING.

Timecode is the primary check and is anchored on the plate, never the
API: measured on the live show, Shot.timecodeStart is the editorial
in-point and sits one handle-length (8f) ahead of the plate, so checking
against it would pass the defective exports and fail the correct ones.
Reference precedence is manifest timing plate -> plate found on disk ->
API value, and the API rank is WARN-only. The panel now resolves plate
provenance by walking the comp's own footage layers, so the worker never
guesses which element carries the comp's timing.

Verified against real studio renders via the new --validate mode: it
catches both defect classes seen in shipped work — the +8 handle offset
and frame-derived timecode (00:00:41:17 = frame 1001 at 24fps).

QC (§10) is one service behind two front doors, API-key for the panel
and session for the web. PASS means ready to upload and nothing else;
FAIL sets the comp task to CHANGES. The panel gains a QC section that
imports the real EXR sequence at full res rather than the H.264.

Delivery (§11) rides the existing queue as a DELIVERY_BUILD job: hard
links with a copy fallback, verification by re-hashing delivered bytes
against the validation-time digest, manifest.json and the CSV report.
fsutil hardlink list is unavailable over SMB, so link identity is never
queried — reading the bytes back covers links and copies alike.

Also fixes ApiClient.ProgressAsync throwing on transport failure, which
would have aborted work in flight during a brief server outage; progress
reporting is best-effort by contract.

Removes the stale RenderWorker/ rule from the root .gitignore. The
worker's source is tracked like the rest of the repo and its own
.gitignore already covers bin/, obj/ and publish/; the rule silently
excluded new files while the existing 20 stayed tracked.

Not yet applied: migration 20260813000000 was hand-written because the
dev database was unavailable — run prisma migrate deploy and verify
before relying on it. None of this has run against a live server.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-13 13:49:51 +02:00
twotalesanimation 7f2f5e1005 feat(connector): resolve footage per project type, anchor parsing on showId
Build Shot only ever worked on UNG. Two assumptions were baked in: that a shot's
plates sit flat in a folder named after the episode, and that a shot code is
three letters followed by three 3-digit tokens. DH2_VFX breaks both -- it groups
a shot's plates under a {shotCode}/ folder, has no episode level, and its showId
contains a digit and an underscore.

- findSequenceFolders prefers {group}/{shotCode}/ and falls back to UNG's flat
  {group}/{shotCode}_* scan, so both layouts work with no migration -- moving
  delivered footage would break the links in every AE project pointing at it. An
  existing-but-empty shot folder returns nothing rather than falling through, so
  stray plate folders sitting beside a shot cannot be read as its footage.
  Underscore-prefixed folders are never shots or plates.
- getFootageGroupFolder replaces getEpisodeRootFolder: the {showId}_{episode}
  folder for episodic shows, the show root otherwise. A scene filters the shot
  list, it is not a directory -- which is why Build Shot on DH2 was looking in
  V:/_FOOTAGE/DH2/027.
- Shot codes are now parsed by stripping the known showId prefix
  ({showId}_{episode}_{scene}_{shot} for episodic, {showId}_{scene}_{shot} for
  standard) rather than matching /[A-Z]{3}_.../ or counting underscores.
  extractShotCode keeps the old pattern as a fallback so a comp from a different
  show than the selected one still reads. Same anchoring in deriveEpisodeCode
  (no more hardcoded "UNG_"), deriveEpisodeAPIValue, isEpisodeCode and the
  getShotExportDir episode fallback.
- Two positional cuts of the same class, found on the way: the DELIVERY path and
  Pull Picture Lock's episode-prefix match both used shotCode.substring(0, 7).
  Both now go through getEpisodePrefix(). Output is identical for UNG and DH2
  (DH2_VFX happens to be 7 characters); the one behaviour change is that
  standard shows no longer get a constant group level under DELIVERY/, and DH2
  has no delivery history to move.

Verified against the live V:/_FOOTAGE tree by running the real functions under a
Folder stub: UNG_102_019_010 resolves its BG01/FG01 plates via the flat scan, and
DH2_VFX_027_010 and DH2_VFX_066_380 resolve theirs via the grouped layout. Not
yet exercised in After Effects.

Initialise Workspace is untouched and still hardcoded to UNG -- next.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 18:15:42 +02:00
twotalesanimation 0ce41123c5 feat(render-pipeline): regenerate previews without re-rendering EXRs
Deploy / deploy (push) Successful in 5m58s
A slate or burn-in mistake is usually caught after a preview has already
succeeded, and there was no way back: retryPreview required PREVIEW_FAILED, and
READY_FOR_QC only led on to QC_FAILED/READY_FOR_DELIVERY/SUPERSEDED. The only
recourse was a whole new export, re-rendering every EXR and burning a version
number to fix a typo.

- transitions: READY_FOR_QC and QC_FAILED can now go back to GENERATING_PREVIEW.
- regeneratePreview() rebuilds the manifest from scratch rather than patching
  anything, so shot code, episode/scene, frame count, slate date and burn-ins
  are all re-derived exactly as on a first-time preview. Validated EXRs are
  reused and the version number is untouched -- this re-delivers the same
  version, it does not make a new one.
- vfxScope and submissionNote are frozen onto the Export at submission time, so
  regenerating refreshes that snapshot from the shot's slate fields (explicit
  override wins, same precedence as createExport). Slate text edited on the web
  app's Slate tab is therefore picked up.
- finalizePreview replaces the media on the export's existing Version instead of
  stacking a second row, so the version number stays put and reviewer notes and
  annotations survive the reslate. First-time previews are unaffected.
- POST /api/ext/exports/{id}/regenerate-preview exposes it to the panel.
- Panel: Regenerate Previews button, gated on the same statuses as the server,
  with a confirm covering what is and is not reused.

Also fixes the slate description source: the Slate tab authors
shot.slateDescription (falling back to shot.description) but the preview
manifest only ever read shot.description, so edits made there never reached the
rendered slate.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 11:02:23 +02:00
twotalesanimation 783e82eaf5 feat(render-pipeline): sync task title to preview version, fill slate ShotName
finalizePreview now retitles the export's task so its version suffix matches the
preview that was just uploaded (UNG_102_019_010_cmp_TT_v004 -> _v005), which is
the rename the manual batch upload already does on rename-and-upload. The new
nextTaskTitle helper mirrors nextExrOutputBase so the task title, EXR base and
preview filename all derive the suffix the same way. It uses the export's
versionString rather than versionNumber, since the DB number is bumped to stay
monotonic per task while the filename follows the shot's shotVersion.

The rename only fires when a Version was actually created, runs in the same
transaction, and is recorded in the ExportEvent note; the finalize response now
returns the task id, title and whether it changed. Task status is deliberately
untouched (pipeline renders must not resurface in the review flow, S10.0).

The headless preview build was addressing the slate's identity fields by index
only, so ShotName was never filled on the farm. setSlateIdentity writes both the
named property and the index -- the name-with-index-fallback pattern the panel
already uses for VersionName -- and warns with the template's actual property
names when neither resolves, instead of failing silently.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 10:30:47 +02:00
twotalesanimation c4abda2d63 feat(connector): per-shot/version export folders, scene filter
Panel export paths now mirror the server's layout
({exportRoot}/{showId}/[{episode} if episodic]/{shotCode}/{version}) via a new
getShotExportDir helper, so farm and local renders land in the same folder.
Folder creation moves into the per-shot loop so one unwritable path no longer
aborts the whole queue.

Also adds an optional `scene` query param to the ext shots endpoint.
2026-08-12 10:29:51 +02:00
twotalesanimation 7dcb9303e5 updated export paths
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2026-08-07 12:07:16 +02:00
twotalesanimation 7caf41e17c Slates
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2026-08-07 07:34:10 +02:00
twotalesanimation 2f2e286adb Merge develop: render queue feature
Deploy / deploy (push) Failing after 18m31s
2026-08-06 15:56:37 +02:00
twotalesanimation c9deb437c5 Merge branch 'develop' of https://git.twotalesvfx.com/pinto/vfxreview into develop 2026-08-06 15:55:51 +02:00
twotalesanimation a3be3489de feat(worker): one-command packaging and --check install verification
Adds scripts/publish.ps1, which produces a self-contained single-file exe plus
the headless AE build script, optionally zipped for copying to a render machine.

Adds `VFXReviewWorker.exe --check`: resolves every configured path, confirms
aerender/AfterFX/the build script exist, verifies each pathMappings target is
reachable from that machine, and pings the server to confirm the API key is
accepted — exiting non-zero if anything would stop the worker running. Catches
a wrong path at install time rather than in the logs later.

Verified from the published binary: the single-file exe resolves its scripts
folder correctly, so the preview build script ships alongside the exe rather
than embedded and can be patched without a rebuild.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 15:46:53 +02:00
twotalesanimation cc89415a29 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>
2026-08-06 15:46:53 +02:00
twotalesanimation 6b15bae62a Bulk Thumbnails upload
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2026-08-06 12:59:28 +02:00
twotalesanimation 7b36329769 Hide Archived Productions
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2026-08-06 10:42:49 +02:00
twotalesanimation d2c91e7b65 Shot status grouping
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2026-08-06 10:07:59 +02:00
twotalesanimation 852081b4d6 CSV Group updates
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2026-08-06 09:21:48 +02:00
twotalesanimation 98120f3ca8 CSV Group updates
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2026-08-06 09:13:16 +02:00
twotalesanimation 5f3c89119a Further CSV Import method added
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2026-08-06 08:36:26 +02:00
twotalesanimation c727795a78 Add ChunkLoadError boundary to force reload on stale deployment
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2026-08-06 08:12:16 +02:00
twotalesanimation 43c717bb85 feat(worker): one-command packaging and --check install verification
Deploy / deploy (push) Failing after 15m27s
Adds scripts/publish.ps1, which produces a self-contained single-file exe plus
the headless AE build script, optionally zipped for copying to a render machine.

Adds `VFXReviewWorker.exe --check`: resolves every configured path, confirms
aerender/AfterFX/the build script exist, verifies each pathMappings target is
reachable from that machine, and pings the server to confirm the API key is
accepted — exiting non-zero if anything would stop the worker running. Catches
a wrong path at install time rather than in the logs later.

Verified from the published binary: the single-file exe resolves its scripts
folder correctly, so the preview build script ships alongside the exe rather
than embedded and can be patched without a rebuild.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 15:17:35 +02:00
twotalesanimation ae58dc0366 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>
2026-08-02 14:34:34 +02:00
twotalesanimation 0d0f3e1a33 Image url update
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stable-2026-08-01
2026-07-29 07:46:00 +02:00
twotalesanimation f0dcf17e93 Image url update
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2026-07-29 07:24:57 +02:00
twotalesanimation 4c8b57391d Image url update
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2026-07-29 01:33:40 +02:00
twotalesanimation e3bdd59087 fix: add useEffect back to StoryboardGenerator imports
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2026-07-22 12:42:28 +02:00
twotalesanimation 3ae0a6e32f Storyboard Feature
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twotalesanimation 77a3161f0c Storyboard Feature
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twotalesanimation c968b8a46a Nuke Connector Update
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twotalesanimation 15fda1ec44 CORS UPloads
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twotalesanimation 519fe2ad33 MOV upload update
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2026-07-21 23:31:32 +02:00
twotalesanimation 243fbbce7a API Update
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2026-07-21 09:53:12 +02:00
twotalesanimation 3494c9a2b3 MP4 on Hetz
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2026-07-16 23:26:12 +02:00
twotalesanimation 96c0f2b84f OBJ then local reverse
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twotalesanimation 384a7770ea OBJ then local 2
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twotalesanimation e756eb9015 OBJ then local
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twotalesanimation 9375d5212c BIG MOOOOVE to Object Storage 2
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twotalesanimation 745634f1b6 BIG MOOOOVE to Object Storage
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twotalesanimation 3264abb432 Object storage test
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twotalesanimation 9ad878fb56 Video player updates
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twotalesanimation 22f952488e Changes chunk size
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twotalesanimation 87332cdae3 Collapseable Comments section
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twotalesanimation c6c1c4c370 Collapseable Comments section
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twotalesanimation b390c0bb35 Performance updates
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2026-07-14 08:27:58 +02:00
twotalesanimation d4a0250c20 Shoot sketches templates
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twotalesanimation 2f91c71307 Shoot sketches templates
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twotalesanimation 4ae14cf8b2 Shoot sketches
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twotalesanimation 99d1c46b7f reference support
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twotalesanimation c09d06b6c7 reference support
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twotalesanimation 42e614c592 feat: link takes to pipeline shots via dropdown selector
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2026-07-11 21:26:52 +02:00
twotalesanimation b9953ff543 fix: BigInt serialization in shoot-log API responses
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twotalesanimation 3ff70cc5e3 add shoot-log migration
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