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Blender work is not a shot submission: no Export, no version, no validation, QC or delivery. It is "Ctrl+F12, but on the farm", so it is modelled as what it is — a queue entry and nothing more. That turned out to need very little. Claim, progress, fail and complete-render already tolerated a job with no Export behind them, so a Blender job reuses the whole lifecycle; RenderJob gains projectId, label and submittedBy so a job with no shot code still has something to show. Capability gating is new and was already missing: the claim now filters job types by the machine's reported tools. Without it a workstation without Blender would claim Blender work and fail it repeatedly, burning the attempts while a machine that could have rendered it sat idle. The worker asks for Blender jobs unconditionally and the server refuses them — trusting the worker to self-select would have left the same hole. The runner treats a clean exit with no saved frames as a failure: Blender exits 0 when a frame range is empty or an output path is unwritable, and a job that silently rendered nothing is the worst outcome available. Standalone jobs auto-requeue on a transient failure like any other work; delivery builds are deliberately excluded, since a half-written package wants a human first. Adds the Blender add-on (BlenderPanel/) and its docs. The add-on refuses to submit an unsaved file — the farm opens the .blend from disk, so unsaved changes would render the previous state without warning. Its payload is pinned by a contract test, since add-on and server only ever meet over JSON. Worker 1.5.0. Adds migration 20260815000000_blender_render_jobs. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
104 lines
4.7 KiB
C#
104 lines
4.7 KiB
C#
using System.Reflection;
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using System.Text.Json;
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using System.Text.Json.Serialization;
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namespace VFXReviewWorker;
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/// <summary>
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/// Machine-local config (RenderPipeline2 §7.8) — deliberately minimal;
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/// everything tunable lives in server SystemConfig and arrives via E6.
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/// Default path: C:\ProgramData\VFXReviewWorker\config.json
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/// </summary>
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public sealed class WorkerOptions
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{
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public string ServerUrl { get; set; } = "";
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public string ApiKey { get; set; } = "";
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public string MachineName { get; set; } = Environment.MachineName;
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public string AerenderPath { get; set; } = @"C:\Program Files\Adobe\Adobe After Effects 2026\Support Files\aerender.exe";
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/// <summary>AfterFX.com — the console AE used for the headless preview build. Defaults beside aerender.</summary>
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public string? AfterFxPath { get; set; }
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/// <summary>vfxr_build_preview.jsx — defaults to scripts\ beside the worker exe.</summary>
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public string? PreviewScriptPath { get; set; }
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public string? FfmpegPath { get; set; }
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/// <summary>
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/// blender.exe. Its presence is what makes this machine eligible for
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/// Blender jobs: the version is reported at registration and the server
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/// only hands BLENDER_RENDER work to machines that have it.
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/// </summary>
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public string? BlenderPath { get; set; }
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public string? OiiotoolPath { get; set; }
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public List<PathMapping> PathMappings { get; set; } = new();
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/// <summary>
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/// Optional footage roots searched for a shot's plates when a manifest
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/// carries no timing plate (rank 2 of §8.1a) — e.g. ["V:/_FOOTAGE/UNG"].
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/// Leave empty and old manifests simply fall through to the API fallback.
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/// </summary>
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public List<string> PlateSearchRoots { get; set; } = new();
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/// <summary>
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/// Read from the assembly, not from config.json: a hand-maintained version
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/// string is exactly the thing that goes stale, and a machine reporting a
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/// version it is not running is worse than no version at all.
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/// Includes the git SHA when publish.ps1 stamped one ("1.1.0+feb1c7b").
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/// </summary>
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public string WorkerVersion =>
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typeof(WorkerOptions).Assembly
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.GetCustomAttribute<System.Reflection.AssemblyInformationalVersionAttribute>()?.InformationalVersion
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?? typeof(WorkerOptions).Assembly.GetName().Version?.ToString()
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?? "unknown";
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public string? AeVersion { get; set; }
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public static string DataDir =>
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Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.CommonApplicationData), "VFXReviewWorker");
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public static string DefaultConfigPath => Path.Combine(DataDir, "config.json");
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public static string LogsDir => Path.Combine(DataDir, "logs");
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public static string SpoolDir => Path.Combine(DataDir, "spool");
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public static string ScratchDir => Path.Combine(DataDir, "scratch");
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public static string StateFilePath => Path.Combine(DataDir, "current-job.json");
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/// <summary>AfterFX.com sits beside aerender.exe in a standard AE install.</summary>
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public string ResolveAfterFxPath()
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{
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if (!string.IsNullOrWhiteSpace(AfterFxPath)) return AfterFxPath;
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var dir = Path.GetDirectoryName(AerenderPath);
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return dir is null ? "AfterFX.com" : Path.Combine(dir, "AfterFX.com");
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}
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public string ResolvePreviewScriptPath()
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{
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if (!string.IsNullOrWhiteSpace(PreviewScriptPath)) return PreviewScriptPath;
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return Path.Combine(AppContext.BaseDirectory, "scripts", "vfxr_build_preview.jsx");
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}
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public static WorkerOptions Load(string? path = null)
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{
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path ??= DefaultConfigPath;
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if (!File.Exists(path))
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{
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throw new FileNotFoundException(
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$"Worker config not found at {path}. Create it with serverUrl, apiKey and machineName (see RenderWorker/README.md).");
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}
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var json = File.ReadAllText(path);
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var opts = JsonSerializer.Deserialize<WorkerOptions>(json, JsonOpts)
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?? throw new InvalidOperationException($"Could not parse {path}");
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if (string.IsNullOrWhiteSpace(opts.ServerUrl)) throw new InvalidOperationException("config.json: serverUrl is required");
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if (string.IsNullOrWhiteSpace(opts.ApiKey)) throw new InvalidOperationException("config.json: apiKey is required");
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if (string.IsNullOrWhiteSpace(opts.MachineName)) opts.MachineName = Environment.MachineName;
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return opts;
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}
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public static readonly JsonSerializerOptions JsonOpts = new()
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{
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PropertyNameCaseInsensitive = true,
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PropertyNamingPolicy = JsonNamingPolicy.CamelCase,
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DefaultIgnoreCondition = JsonIgnoreCondition.WhenWritingNull,
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};
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}
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public sealed class PathMapping
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{
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public string From { get; set; } = "";
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public string To { get; set; } = "";
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}
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