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// Package devworker runs an in-process mock render worker so the full render
// flow works in development without a Windows After Effects node.
//
// When enabled (RENDER_DEV_WORKER=true) it polls for Queued jobs, claims the
// oldest, and drives it through the render steps — emitting progress and live
// preview frames exactly like a real node agent would — then marks it Done.
//
// It is NEVER started in production; real render nodes claim jobs over the
// internal API instead.
package devworker
import (
"bytes"
"context"
"encoding/base64"
"image"
"image/color"
"image/draw"
"image/png"
"log"
"time"
"github.com/flatrender/render-svc/internal/db"
"github.com/google/uuid"
)
type Worker struct {
store *db.Store
interval time.Duration
}
func New(store *db.Store) *Worker {
return &Worker{store: store, interval: 2 * time.Second}
}
// Run blocks until ctx is cancelled, processing one job at a time.
func (w *Worker) Run(ctx context.Context) {
log.Printf("[devworker] mock render worker started (poll %s) — NOT for production", w.interval)
ticker := time.NewTicker(w.interval)
defer ticker.Stop()
for {
select {
case <-ctx.Done():
log.Printf("[devworker] stopped")
return
case <-ticker.C:
w.tick(ctx)
}
}
}
func (w *Worker) tick(ctx context.Context) {
jobID, err := w.store.DevClaimNextQueued(ctx)
if err != nil {
log.Printf("[devworker] claim error: %v", err)
return
}
if jobID == uuid.Nil {
return // queue empty
}
log.Printf("[devworker] claimed job %s — simulating render", jobID)
w.simulate(ctx, jobID)
}
// simulate drives a single job through the render steps with progress + preview.
func (w *Worker) simulate(ctx context.Context, jobID uuid.UUID) {
steps := []struct {
step string
pct int
}{
{"Preparing", 5},
{"TemplateCache", 15},
{"JsxGen", 25},
{"Rendering", 40},
{"Rendering", 60},
{"Rendering", 80},
{"Optimisation", 88},
{"Video", 92},
{"Uploading", 97},
}
for _, s := range steps {
select {
case <-ctx.Done():
return
case <-time.After(1200 * time.Millisecond):
}
if err := w.store.UpdateJobStepProgress(ctx, jobID, s.step, s.pct); err != nil {
// Job was cancelled / deleted mid-flight — stop quietly.
log.Printf("[devworker] job %s no longer updatable (%v) — abandoning", jobID, err)
return
}
_ = w.store.UpdateJobPreview(ctx, jobID, previewB64(s.pct))
log.Printf("[devworker] job %s — %s %d%%", jobID, s.step, s.pct)
}
// Complete (no export — dev renders produce no downloadable artifact).
if _, err := w.store.CompleteJob(ctx, jobID, nil); err != nil {
log.Printf("[devworker] complete job %s failed: %v", jobID, err)
return
}
log.Printf("[devworker] job %s done", jobID)
}
// ── Snapshot mock ─────────────────────────────────────────────────────────────
// devSnapshotNode is the synthetic node id the mock records on claimed snapshots.
var devSnapshotNode = uuid.MustParse("00000000-0000-0000-0000-0000000000aa")
// RunSnapshots fulfils queued scene-snapshot jobs with a generated placeholder
// image (no AE) so the snapshot flow is exercisable in development. Gated by its
// own flag so it never touches real render jobs. Production uses real nodes.
func (w *Worker) RunSnapshots(ctx context.Context) {
log.Printf("[devworker] snapshot mock started (poll %s) — NOT for production", w.interval)
ticker := time.NewTicker(w.interval)
defer ticker.Stop()
for {
select {
case <-ctx.Done():
return
case <-ticker.C:
w.snapTick(ctx)
}
}
}
func (w *Worker) snapTick(ctx context.Context) {
claim, err := w.store.ClaimSnapshotJob(ctx, devSnapshotNode)
if err != nil {
log.Printf("[devworker] snapshot claim error: %v", err)
return
}
if claim == nil {
return // queue empty
}
if err := w.store.SetSnapshotResult(ctx, claim.ID, snapshotPlaceholder(claim.SceneKey)); err != nil {
log.Printf("[devworker] snapshot %s result failed: %v", claim.ID, err)
_ = w.store.SetSnapshotError(ctx, claim.ID, err.Error())
return
}
log.Printf("[devworker] snapshot %s (scene %s) done", claim.ID, claim.SceneKey)
}
// snapshotPlaceholder builds a 480×270 PNG card tinted by the scene key with a
// little "play" block, returned as a data: URL so the dev path needs no storage.
func snapshotPlaceholder(sceneKey string) string {
const w, h = 480, 270
var sum uint32
for _, r := range sceneKey {
sum = sum*31 + uint32(r)
}
base := color.RGBA{uint8(40 + sum%120), uint8(40 + (sum/120)%120), uint8(80 + (sum/7)%150), 255}
img := image.NewRGBA(image.Rect(0, 0, w, h))
draw.Draw(img, img.Bounds(), &image.Uniform{base}, image.Point{}, draw.Src)
draw.Draw(img, image.Rect(0, h/2-30, w, h/2+30), &image.Uniform{color.RGBA{0, 0, 0, 60}}, image.Point{}, draw.Over)
draw.Draw(img, image.Rect(w/2-18, h/2-18, w/2+18, h/2+18), &image.Uniform{color.RGBA{255, 255, 255, 230}}, image.Point{}, draw.Over)
var buf bytes.Buffer
_ = png.Encode(&buf, img)
return "data:image/png;base64," + base64.StdEncoding.EncodeToString(buf.Bytes())
}
// previewB64 builds a 320×180 PNG with a progress bar — same idea as the node
// agent's GeneratePreviewB64, kept local so render-svc has no node-agent dep.
func previewB64(pct int) string {
const w, h = 320, 180
img := image.NewRGBA(image.Rect(0, 0, w, h))
draw.Draw(img, img.Bounds(), &image.Uniform{color.RGBA{15, 17, 30, 255}}, image.Point{}, draw.Src)
barY, barH := h/2-6, 12
draw.Draw(img, image.Rect(20, barY, w-20, barY+barH),
&image.Uniform{color.RGBA{30, 34, 56, 255}}, image.Point{}, draw.Src)
if pct > 0 {
fillW := int(float64(w-40) * float64(pct) / 100.0)
if fillW < 2 {
fillW = 2
}
r := uint8(76 - int(float64(pct)*0.3))
g := uint8(110 + int(float64(pct)*0.8))
b := uint8(245 - int(float64(pct)*1.3))
draw.Draw(img, image.Rect(20, barY, 20+fillW, barY+barH),
&image.Uniform{color.RGBA{r, g, b, 255}}, image.Point{}, draw.Src)
}
var buf bytes.Buffer
_ = png.Encode(&buf, img)
return base64.StdEncoding.EncodeToString(buf.Bytes())
}