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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

88 lines
2.7 KiB
C#

using VFXReviewWorker;
using Xunit;
namespace VFXReviewWorker.Tests;
public class PathMapperTests
{
private static PathMapper Mapper(params (string from, string to)[] maps) =>
new(maps.Select(m => new PathMapping { From = m.from, To = m.to }));
[Fact]
public void MapsUncToDriveLetter()
{
var mapper = Mapper(("//SAN/", "S:/"));
Assert.Equal(@"S:\renders\UNG_S1\106\shot\v004", mapper.Map("//SAN/renders/UNG_S1/106/shot/v004"));
}
[Fact]
public void MapsBackslashInputToo()
{
var mapper = Mapper(("//SAN/", "S:/"));
Assert.Equal(@"S:\projects\a.aep", mapper.Map(@"\\SAN\projects\a.aep"));
}
[Fact]
public void CaseInsensitiveMatch()
{
var mapper = Mapper(("//SAN/", "S:/"));
Assert.Equal(@"S:\x", mapper.Map("//san/x"));
}
[Fact]
public void FirstMatchingMappingWins()
{
var mapper = Mapper(("//SAN/renders/", "R:/"), ("//SAN/", "S:/"));
Assert.Equal(@"R:\a", mapper.Map("//SAN/renders/a"));
Assert.Equal(@"S:\projects\a", mapper.Map("//SAN/projects/a"));
}
[Fact]
public void UnmappedPathPassesThroughWithLocalSeparators()
{
var mapper = Mapper(("//SAN/", "S:/"));
Assert.Equal(@"D:\local\thing", mapper.Map("D:/local/thing"));
}
}
public class PrepareOutputDirTests
{
[Fact]
public void ClearsOnlyFilesMatchingPatternPrefix()
{
var dir = Path.Combine(Path.GetTempPath(), "vfxr-test-" + Guid.NewGuid().ToString("N"));
Directory.CreateDirectory(dir);
try
{
File.WriteAllText(Path.Combine(dir, "SHOT_cmp_TT_v004.1001.exr"), "old");
File.WriteAllText(Path.Combine(dir, "SHOT_cmp_TT_v004.1002.exr"), "old");
File.WriteAllText(Path.Combine(dir, "unrelated-notes.txt"), "keep me");
AerenderRunner.PrepareOutputDir(dir, "SHOT_cmp_TT_v004.[####].exr");
Assert.False(File.Exists(Path.Combine(dir, "SHOT_cmp_TT_v004.1001.exr")));
Assert.False(File.Exists(Path.Combine(dir, "SHOT_cmp_TT_v004.1002.exr")));
Assert.True(File.Exists(Path.Combine(dir, "unrelated-notes.txt")));
}
finally
{
Directory.Delete(dir, recursive: true);
}
}
[Fact]
public void CreatesMissingDirectory()
{
var dir = Path.Combine(Path.GetTempPath(), "vfxr-test-" + Guid.NewGuid().ToString("N"), "v001");
try
{
AerenderRunner.PrepareOutputDir(dir, "X.[####].exr");
Assert.True(Directory.Exists(dir));
}
finally
{
Directory.Delete(Path.GetDirectoryName(dir)!, recursive: true);
}
}
}