cc89415a29
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>
53 lines
1.7 KiB
TypeScript
53 lines
1.7 KiB
TypeScript
import { z } from "zod";
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/**
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* The Render Manifest (RenderPipeline2 §6.2).
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* Uploaded by the AE panel on Queue Export, snapshotted verbatim into
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* RenderJob.manifest, handed to the worker on claim.
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*
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* `outputDir` / `outputPattern` may be the literal string "auto" — the server
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* generates them from the shot's exrOutput convention and the NEW version
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* number it decides (§6.4 E1).
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*/
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export const renderManifestSchema = z
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.object({
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manifestVersion: z.number().int().min(1).default(1),
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projectCode: z.string().min(1),
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shotCode: z.string().regex(/^[A-Za-z0-9_-]+$/, "shotCode contains invalid characters"),
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shotId: z.string().min(1),
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aepPath: z.string().min(1),
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compName: z.string().min(1),
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rendererType: z.string().default("aerender"),
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aeVersionHint: z.string().optional(),
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outputDir: z.string().min(1),
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outputPattern: z.string().min(1),
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outputModuleTemplate: z.string().optional(),
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renderSettingsTemplate: z.string().optional(),
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frameStart: z.number().int(),
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frameEnd: z.number().int(),
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fps: z.number().positive(),
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width: z.number().int().positive(),
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height: z.number().int().positive(),
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expected: z
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.object({
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colorspace: z.string().optional(),
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bitDepth: z.string().optional(),
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exrCompression: z.string().optional(),
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alpha: z.boolean().optional(),
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timecodeStart: z.string().optional(),
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})
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.optional(),
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preview: z
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.object({
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template: z.string().optional(),
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burnins: z.boolean().optional(),
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})
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.optional(),
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})
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.refine((m) => m.frameEnd >= m.frameStart, {
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message: "frameEnd must be >= frameStart",
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path: ["frameEnd"],
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});
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export type RenderManifest = z.infer<typeof renderManifestSchema>;
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