43c717bb85
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>
169 lines
7.5 KiB
Markdown
169 lines
7.5 KiB
Markdown
# VFXReview RenderWorker
|
||
|
||
Windows service that drives `aerender.exe` on the artist workstations (RenderPipeline2 §7).
|
||
It talks **only HTTP** to the VFXReview server (`/api/ext/*`, API-key auth) — it never
|
||
gets a database connection. All scheduling policy (render windows, Render Now,
|
||
urgent priority) is enforced server-side in the claim endpoint; the worker polls dumbly.
|
||
|
||
## One click → EXR + MOV + MP4
|
||
|
||
A single **Queue Export** click produces all three deliverables. The server
|
||
chains two jobs:
|
||
|
||
1. **AE_RENDER** — `aerender` writes the clean EXR sequence (no overlay, no LUT).
|
||
2. **PREVIEW_ONLY** — created automatically when the render completes. The
|
||
worker runs `AfterFX.com -noui -r scripts/vfxr_build_preview.jsx`, which opens
|
||
the studio slate/overlay **template** AEP, imports the rendered EXRs, rebuilds
|
||
the shot around them (OCIO → `_SHOW LUT` → `UNG_VFX_OVERLAY`), duplicates
|
||
`UNG_EXPORT_TEMPLATE` into a preview comp with the slate filled in, queues the
|
||
MOV (`4444 Tri`) and MP4 (`REVIEW_PREVIEW`) output modules, and **saves a
|
||
throwaway AEP**. The worker then runs `aerender -project <that aep>` with no
|
||
`-comp`, rendering both outputs in one launch.
|
||
|
||
The MOV and MP4 land beside the EXRs. The MP4 is uploaded and registered as an
|
||
ordinary `Version` — internal-only, never client-visible, and it changes no task
|
||
or shot status (§10.0). Preview settings live in `SystemConfig` under
|
||
`preview.*`, so template names and paths are changed without redeploying.
|
||
|
||
If the preview stage fails, only it is retried — the validated EXRs are never
|
||
re-rendered. The temp AEP is kept on failure so you can open it and see exactly
|
||
what the farm built.
|
||
|
||
### Proving headless AE first
|
||
|
||
Headless AE is the one real unknown, so prove it before relying on it
|
||
(spec 18.2-C4). **Close After Effects**, then:
|
||
|
||
```powershell
|
||
.\scripts\test-preview-build.ps1 -ExrDir "V:\_EXPORTS\...\v002" -ShotCode "UNG_111_001_030" -Version "v002"
|
||
```
|
||
|
||
It runs the exact build the worker runs and prints the result plus any warnings
|
||
(missing LUT comp, missing slate layer, …), then gives you the `aerender` command
|
||
to render what it built. If it reports no result file, AE cannot script headlessly
|
||
under that account — fall back to having the panel pre-build the preview comp in
|
||
the artist's AEP (then it is pure `aerender`), or the ffmpeg engine.
|
||
|
||
## What it does (Phase 2 scope)
|
||
|
||
- Registers on startup (E6) and receives server-supplied tuning (poll/heartbeat/lease/stall).
|
||
- Heartbeats every 30 s (E7) — the heartbeat response is also the cancel channel.
|
||
- Claims one `AE_RENDER` job at a time (E8), runs `aerender.exe` with the manifest's
|
||
comp/frame-range/templates, parses `PROGRESS:` lines, reports progress + ETA (E9,
|
||
renews the lease).
|
||
- Stall watchdog: no progress for `stallTimeoutSeconds` (default 600) → kill process tree, retryable fail.
|
||
- Deterministic errors (missing footage / missing comp / unopenable project) → non-retryable fail (E10);
|
||
transient errors auto-requeue server-side up to `maxAttempts`.
|
||
- On success: uploads the full aerender log via presign (E20), reports complete (E11).
|
||
- Crash recovery: `current-job.json` written on claim; on restart the worker asks the server
|
||
what became of the job and reports a retryable fail if it was still ours. Partial renders
|
||
are never resumed — the next attempt clears its own output files and re-renders.
|
||
- Durable reporting: complete/fail reports spool to disk and replay in order with backoff —
|
||
rendering continues while the server is down.
|
||
|
||
Preview generation (Phase 4) and validation (Phase 3) plug into this same service later.
|
||
|
||
## Packaging for another machine
|
||
|
||
On a machine with the .NET 8+ SDK (only the packaging machine needs it):
|
||
|
||
```powershell
|
||
.\scripts\publish.ps1 -Zip
|
||
```
|
||
|
||
Produces `publish\win-x64\` containing exactly two things: a self-contained
|
||
`VFXReviewWorker.exe` (~67 MB, no .NET runtime needed on the target) and
|
||
`scripts\vfxr_build_preview.jsx`, which the exe loads from its own folder at
|
||
runtime. **Keep them together** — the script is deliberately not embedded in the
|
||
exe so the slate/preview build can be patched without a rebuild. `-Zip` also
|
||
writes `VFXReviewWorker_<date>.zip` for copying.
|
||
|
||
### Installing on the target
|
||
|
||
1. Copy the folder to the render machine, e.g. `C:\pipeline\VFXReviewWorker`.
|
||
2. Create `C:\ProgramData\VFXReviewWorker\config.json` (next section).
|
||
3. **Verify before installing the service:**
|
||
|
||
```powershell
|
||
.\VFXReviewWorker.exe --check
|
||
```
|
||
|
||
This resolves every path, confirms `aerender.exe` / `AfterFX.com` / the build
|
||
script exist, checks each `pathMappings` target is reachable *from that
|
||
machine*, and pings the server to confirm the API key is accepted. It exits
|
||
non-zero if anything would stop the worker running, so a wrong path is caught
|
||
here instead of in the logs an hour later.
|
||
|
||
4. Install the service (below), then confirm the machine appears on the web
|
||
**Pipeline → Machines** page.
|
||
|
||
Run `--check` again under the *service account* (`runas /user:STUDIO\svc-render`)
|
||
if the service will run as someone other than the logged-in artist — mapped
|
||
drives and share permissions differ per account, and that is the most common
|
||
cause of a worker that registers fine but cannot find footage.
|
||
|
||
Upgrading later: stop the service, replace the folder, start it again. Config
|
||
lives in ProgramData and is untouched.
|
||
|
||
## Configure
|
||
|
||
Create `C:\ProgramData\VFXReviewWorker\config.json` (§7.8):
|
||
|
||
```json
|
||
{
|
||
"serverUrl": "https://review.twotalesvfx.com",
|
||
"apiKey": "<API_SECRET_KEY>",
|
||
"machineName": "RENDER-01",
|
||
"aerenderPath": "C:\\Program Files\\Adobe\\Adobe After Effects 2026\\Support Files\\aerender.exe",
|
||
"aeVersion": "24.3",
|
||
"ffmpegPath": "C:\\pipeline\\bin\\ffmpeg.exe",
|
||
"pathMappings": [
|
||
{ "from": "//SAN/", "to": "S:/" }
|
||
]
|
||
}
|
||
```
|
||
|
||
`pathMappings` translate the manifest's canonical UNC paths to this machine's drive
|
||
mappings. Everything tunable (poll interval, lease, stall timeout, max attempts) lives in
|
||
the server's SystemConfig and arrives at registration — no per-machine tuning files.
|
||
|
||
## Run interactively (first-time smoke test)
|
||
|
||
```bash
|
||
VFXReviewWorker.exe
|
||
```
|
||
|
||
Logs go to the console-less service log at `%ProgramData%\VFXReviewWorker\logs\worker_YYYYMMDD.log`
|
||
(14-day rolling). Confirm the machine appears on the web **Pipeline → Machines** page, then stop it.
|
||
|
||
## Install as a Windows service
|
||
|
||
Run as a studio account with SAN access (works whether or not an artist is logged in):
|
||
|
||
```powershell
|
||
sc.exe create VFXReviewRenderWorker binPath= "C:\pipeline\VFXReviewWorker\VFXReviewWorker.exe" start= auto obj= "STUDIO\svc-render" password= "<password>"
|
||
sc.exe description VFXReviewRenderWorker "VFXReview render pipeline worker (aerender)"
|
||
sc.exe start VFXReviewRenderWorker
|
||
```
|
||
|
||
Uninstall: `sc.exe stop VFXReviewRenderWorker && sc.exe delete VFXReviewRenderWorker`.
|
||
|
||
## Rollout notes (spec §17.2)
|
||
|
||
- Install on **one** workstation first; add the second after a clean week.
|
||
- Set `render.maxAttempts = 1` in SystemConfig for the first week (observe before auto-retrying).
|
||
- Enter each machine's render windows on the Machines page (`availability`), defaults:
|
||
weekdays 19:00–08:00 + full weekends; Render Now override = 4 h.
|
||
- The dashboard warns when the two workstations report different AE versions.
|
||
|
||
## Tests
|
||
|
||
```bash
|
||
cd RenderWorker
|
||
dotnet test
|
||
```
|
||
|
||
Covers the progress parser against recorded aerender transcript lines (success, error,
|
||
non-retryable), ETA math, path mapping, log-tail ring buffer, and the output-dir
|
||
clearing guard (only files matching the job's own pattern prefix are ever deleted).
|