Files
vfxreview/RenderWorker/VFXReviewWorker/WorkerService.cs
T
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

162 lines
6.7 KiB
C#

using Microsoft.Extensions.Hosting;
using Microsoft.Extensions.Logging;
namespace VFXReviewWorker;
/// <summary>
/// Main loop (§7.2): register on startup, heartbeat on its own timer (the
/// cancel-signal channel), claim-poll only when idle, one job at a time.
/// Workers poll dumbly — all scheduling policy (render windows, Render Now,
/// urgent priority) lives server-side in the claim endpoint (§7.10).
/// </summary>
public sealed class WorkerService : BackgroundService
{
private readonly WorkerOptions _options;
private readonly ApiClient _api;
private readonly JobExecutor _executor;
private readonly ReportSpooler _spooler;
private readonly ILogger<WorkerService> _log;
private string? _machineId;
private ServerConfig _config = new();
private volatile string? _currentJobId;
private CancellationTokenSource? _cancelCurrentJob;
private bool? _lastAeOpen;
public WorkerService(WorkerOptions options, ApiClient api, JobExecutor executor, ReportSpooler spooler, ILogger<WorkerService> log)
{
_options = options;
_api = api;
_executor = executor;
_spooler = spooler;
_log = log;
}
protected override async Task ExecuteAsync(CancellationToken stoppingToken)
{
_log.LogInformation("VFXReview RenderWorker {Version} starting as \"{Name}\" → {Server}",
_options.WorkerVersion, _options.MachineName, _options.ServerUrl);
_ = Task.Run(() => _spooler.RunAsync(stoppingToken), stoppingToken);
await RegisterWithRetryAsync(stoppingToken);
await _executor.ReconcileAsync(_machineId!, stoppingToken);
_ = Task.Run(() => HeartbeatLoopAsync(stoppingToken), stoppingToken);
// Claim loop — only while idle
while (!stoppingToken.IsCancellationRequested)
{
try
{
// Preview builds drive a full AE instance, which would hijack an
// artist's open session (§9.1). Simply don't ask for those jobs
// while AE is running — they stay queued for a quiet moment
// instead of being claimed and failed.
var aeOpen = AeSession.InteractiveRunning();
if (aeOpen != _lastAeOpen)
{
_log.LogInformation(aeOpen
? "Interactive After Effects detected — not claiming preview jobs until it closes"
: "No interactive After Effects — preview jobs enabled");
_lastAeOpen = aeOpen;
}
// Delivery builds are file work with no AE involvement, so they
// are always claimable — someone is usually waiting on the folder.
var types = aeOpen
? new[] { "AE_RENDER", "DELIVERY_BUILD" }
: new[] { "AE_RENDER", "PREVIEW_ONLY", "DELIVERY_BUILD" };
var job = await _api.ClaimAsync(_machineId!, types, stoppingToken);
if (job is not null)
{
_log.LogInformation("Claimed job {JobId} (attempt {Attempt}/{Max}, export {ExportId})",
job.Id, job.Attempt, job.MaxAttempts, job.ExportId);
_cancelCurrentJob = CancellationTokenSource.CreateLinkedTokenSource(CancellationToken.None);
_currentJobId = job.Id;
try
{
await _executor.RunAsync(job, _machineId!, _config, _cancelCurrentJob.Token, stoppingToken);
}
finally
{
_currentJobId = null;
_cancelCurrentJob.Dispose();
_cancelCurrentJob = null;
}
continue; // immediately look for the next job
}
}
catch (OperationCanceledException) when (stoppingToken.IsCancellationRequested)
{
break;
}
catch (Exception ex)
{
_log.LogWarning(ex, "Claim poll failed (server unreachable?) — retrying on normal cadence");
}
try { await Task.Delay(TimeSpan.FromSeconds(_config.PollSeconds), stoppingToken); }
catch (OperationCanceledException) { break; }
}
_log.LogInformation("RenderWorker stopping");
}
private async Task RegisterWithRetryAsync(CancellationToken ct)
{
var backoff = TimeSpan.FromSeconds(1);
while (!ct.IsCancellationRequested)
{
try
{
var reg = await _api.RegisterAsync(_options, ct);
_machineId = reg.Machine.Id;
_config = reg.Config;
_log.LogInformation(
"Registered as machine {Id} ({Name}); poll={Poll}s heartbeat={Hb}s lease={Lease}s stall={Stall}s enabled={Enabled}",
reg.Machine.Id, reg.Machine.Name, _config.PollSeconds, _config.HeartbeatSeconds,
_config.LeaseSeconds, _config.StallTimeoutSeconds, reg.Machine.Enabled);
return;
}
catch (OperationCanceledException) when (ct.IsCancellationRequested)
{
return;
}
catch (Exception ex)
{
_log.LogWarning("Registration failed ({Error}); retrying in {Backoff}s", ex.Message, backoff.TotalSeconds);
try { await Task.Delay(backoff, ct); } catch (OperationCanceledException) { return; }
backoff = TimeSpan.FromSeconds(Math.Min(backoff.TotalSeconds * 2, 60));
}
}
}
private async Task HeartbeatLoopAsync(CancellationToken ct)
{
while (!ct.IsCancellationRequested)
{
try
{
var resp = await _api.HeartbeatAsync(_machineId!, _currentJobId, ct);
foreach (var cmd in resp.Commands)
{
if (cmd.Type == "CANCEL_JOB" && cmd.JobId is not null && cmd.JobId == _currentJobId)
{
_log.LogWarning("Heartbeat carried CANCEL_JOB for current job {JobId}", cmd.JobId);
_cancelCurrentJob?.Cancel();
}
}
}
catch (OperationCanceledException) when (ct.IsCancellationRequested)
{
return;
}
catch (Exception ex)
{
_log.LogDebug(ex, "Heartbeat failed (non-fatal)");
}
try { await Task.Delay(TimeSpan.FromSeconds(_config.HeartbeatSeconds), ct); }
catch (OperationCanceledException) { return; }
}
}
}