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333 lines
20 KiB
Markdown
333 lines
20 KiB
Markdown
# Agents
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FilmCraft is built to be driven by AI agents, and largely built by them. Part 1 covers using
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FilmCraft from an agent. Part 2 covers developing FilmCraft as an agent.
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# Part 1: driving FilmCraft
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## 1. MCP server
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`filmcraft-cli mcp` serves MCP on stdio. It has two modes:
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| Mode | Command | What it drives |
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|---|---|---|
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| Headless | `filmcraft-cli mcp --demo` or `--project p.fcproj` (neither = empty project) | an in-process engine session, no window |
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| Bridge | `filmcraft-cli mcp --bridge 127.0.0.1:9876` | the running desktop app started with `filmcraft --control 9876` |
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Headless mode also takes `--data-dir DIR` (user presets). Any other option is rejected (exit 2):
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there are no folder-confinement flags such as `--automation-read-root`, so the server can read
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and write wherever the user can.
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**Claude Code.** The repository's `.mcp.json` registers both servers (`filmcraft` = bridge,
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`filmcraft-headless` = demo). Both point at `target/release/filmcraft-cli`, so build it first:
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```sh
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cargo build --release -p filmcraft-cli -p filmcraft
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./target/release/filmcraft --control 9876 & # only for the bridge server
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claude # approve the project MCP servers when asked
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```
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To register the server by hand, or for another MCP client, use the absolute binary path:
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```sh
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claude mcp add filmcraft-headless -- /abs/path/filmcraft/target/release/filmcraft-cli mcp --demo
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```
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```json
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{ "mcpServers": { "filmcraft": { "command": "/abs/path/filmcraft-cli", "args": ["mcp", "--bridge", "127.0.0.1:9876"] } } }
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```
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### From an installed release
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The release packages ship `filmcraft-cli` alongside the desktop app, so no build is needed:
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| Install | CLI |
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|---|---|
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| Windows (MSI) | `C:\Program Files\FilmCraft\filmcraft-cli.exe` by default (wherever you installed it otherwise), not on `PATH` |
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| Linux (deb, rpm) | `/usr/bin/filmcraft-cli` |
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| macOS | the separate `filmcraft-cli-<version>-macos-<arch>.zip` release asset (the `.app` holds only the desktop app) |
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```sh
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# Windows, default install folder
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claude mcp add filmcraft -- "C:\Program Files\FilmCraft\filmcraft-cli.exe" mcp
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# Linux, or macOS with the CLI unzipped onto PATH
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claude mcp add filmcraft -- filmcraft-cli mcp
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```
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### Tools
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| Tool | Modes | Purpose |
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|---|---|---|
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| `command_list` | both | every command: id, label, menu, shortcut, params, enabled now (`filter`, `enabled_only`) |
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| `command_run` | both | run a command `{id, params}`; edits are undoable |
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| `command_batch` | both | run several commands in order `{steps: [{id, params}], stop_on_error}` → `{completed, failed, results}` |
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| `doc_inspect` | both | the project tree and the active sequence in one call (`project_inspect` + `sequence_inspect`) |
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| `render_preview` | both | same as `render_frame` |
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| `project_inspect` | both | bins and items with ids, types, durations; active sequence |
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| `sequence_inspect` | both | the active sequence: tracks, clips (`start` / `end` and `sourceIn` / `sourceOut` in ticks, frames, `speed`, `reverse`: the clip plays its `sourceIn` to `sourceOut` stretch backward, `gainDb`), effects, transitions, markers (name and `comment`), playhead, selection |
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| `media_import` | both | import files by absolute path (`paths`, an array; optional `bin`, `image_sequence`) |
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| `render_frame` | both | PNG of the program frame at `seconds` (headless renders; bridge screenshots the Program monitor). Read-only: the playhead and selection are left as they were |
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| `ui_inspect` | bridge | UI state: tool, workspace, panels, zoom, playback, fps |
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| `ui_elements` | bridge | on-screen interactive elements with id, label and rect (`prefix` filter) |
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| `ui_click` | bridge | click by `id` or `x`,`y`; `button`, `count`, `modifiers` |
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| `ui_drag` | bridge | press–move–release between points or element ids |
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| `ui_key` | bridge | key or shortcut: `Space`, `Cmd+K`, `Shift+Delete` |
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| `ui_type` | bridge | type text into the focused field |
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| `ui_screenshot` | bridge | PNG of the window or one `panel` |
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| `ui_control` | bridge | call any control-channel method directly (`ui.set`, `ui.scroll`, `ui.timeline.locate`, …) |
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Typical loop: `project_inspect` / `sequence_inspect` → get ids → `command_run` → `render_frame` or
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`ui_screenshot` → look at the result → `edit.undo` if it's wrong.
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### Conventions
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The server follows a few conventions that make it predictable for agents. They are not
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FilmCraft-specific: the sibling craft apps' MCP servers can follow the same ones, so an agent that has
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driven one app can drive the others.
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- **Core tools.** `command_list`, `command_run`, `command_batch`, `doc_inspect` and `render_preview`
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work in both modes. The FilmCraft tools above stay as they are.
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- **Titles and annotations.** Every tool has a `title` and the four MCP hints (`readOnlyHint`,
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`destructiveHint`, `idempotentHint`, `openWorldHint`), so a client can let the read-only tools
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(lists, inspects, renders, screenshots) run without asking and ask before edits. When you add a
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tool, set them in its `#[tool(...)]` attribute; a test checks every listed tool.
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- **Strict arguments.** An unknown tool argument is a JSON-RPC `-32602` error that names it and the
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accepted ones (`unknown argument "filtr" for command_list; expected: enabled_only, filter`), not a
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silently ignored key. `command_run.params` goes to the command unchanged.
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- **Errors.** A failing command is an `isError` result with the engine's message. A line that is not
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JSON gets a `-32700` parse error (id `null`) and the server keeps serving. A command that panics is
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reported as `internal error: …`, and the session stays usable.
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- **Resources.** `filmcraft://document` (the project tree and active sequence, as `doc_inspect`) and
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`filmcraft://commands` (the command catalog, as `command_list`), both `application/json`. For MCP
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2026-07-28 clients such as current Claude Code, list and read results carry the `ttlMs` and
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`cacheScope` hints that revision requires.
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### Long exports: progress and cancellation
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`command_run {"id": "file.exportMedia", "params": {…, "wait": true}}` in headless mode blocks until
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the file is written. It uses the MCP progress and cancellation utilities, so a client can show
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progress and stop it:
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- The export runs as the same background job `jobs.list` shows. The session is locked only for short
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polls, so other requests (`ping`, `doc_inspect`, `jobs.list`, …) are answered while it encodes.
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- `file.exportMedia` with `wait: true`, an export job in `jobs.list` and each `export.queue.list`
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item carry `offlineMedia`: the offline items the export drew the placeholder for (see §2b), `[]`
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when none. The export itself still succeeds; deciding what to do about it is up to the caller.
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- Every job in `jobs.list`, and every encoding item of `export.queue.list`, carries `etaSeconds`: the
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time left at the job's speed over the last 15 seconds, `null` until a second of progress has been
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measured (a loudness pass, a seek) and once it is done. The app shows it as `37% · 2:05 left` in the
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status bar, the Export queue and the Progress panel.
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- With `"_meta": {"progressToken": T}` on the `tools/call`, the server sends
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`notifications/progress` `{progressToken: T, progress: <frames done>, total: <frames>, message:
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<job status>}` at most every 100 ms while frames advance. Without a token it sends none.
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- `notifications/cancelled` for the request stops the encode at the next batch (`jobs.cancel`),
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deletes the partial output (the movie, or the frames and caption sidecar written so far) and sends
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no response, as the MCP cancellation utility asks.
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- Without `wait` the command returns `{job, path}` at once, as before: poll `jobs.list` and stop it
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with `jobs.cancel`. Other exports (`file.exportFrame`, interchange formats, …) finish quickly and
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ignore the token.
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- Bridge mode works the same way: the export runs as an app job (the app stays responsive and shows
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"Exporting… NN%" in its status bar) and the call returns when it is written, however long it
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takes. `filmcraft-cli --bridge … exec file.exportMedia … wait=true` blocks the same way.
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## 2. Control channel
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`filmcraft --control 9876` (or `FILMCRAFT_CONTROL_PORT=9876`) listens on `127.0.0.1` only. Send one
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JSON request per line and get one JSON reply per line. Full method table:
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[control-protocol.md](control-protocol.md).
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```jsonc
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{"id":1,"method":"engine.commands"}
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{"id":2,"method":"engine.execute","params":{"command":"file.openDemoProject"}}
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{"id":3,"method":"engine.execute","params":{"command":"playhead.set","params":{"seconds":2}}}
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{"id":4,"method":"engine.execute","params":{"command":"sequence.addEdit"}}
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{"id":5,"method":"engine.execute","params":{"command":"effects.apply","params":{"effect":"Gaussian Blur"}}}
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{"id":6,"method":"ui.elements","params":{"prefix":"tools."}}
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{"id":7,"method":"ui.click","params":{"id":"tools.Razor"}}
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{"id":8,"method":"ui.key","params":{"key":"Cmd+Z"}}
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{"id":9,"method":"ui.screenshot","params":{"path":"/tmp/timeline.png","panel":"Timeline"}}
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```
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Replies look like `{"id":4,"ok":true,"result":{"cuts":2}}` or `{"id":7,"ok":false,"error":"…"}`.
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Minimal client:
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```python
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import json, socket
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s = socket.create_connection(("127.0.0.1", 9876)); f = s.makefile("rw")
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def call(method, **params):
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f.write(json.dumps({"id": 1, "method": method, "params": params}) + "\n"); f.flush()
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return json.loads(f.readline())
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print(call("engine.execute", command="sequence.inspect"))
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```
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Notes:
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- Time is in ticks (254 016 000 000 per second). Commands also accept `seconds`, `frame` or
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`timecode`.
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- A track parameter (`track`, `audioTrack`) is a track id or a name such as `"V1"` / `"A2"`.
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Leaving it out picks the command's default track; naming a track the sequence does not have is
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an "invalid parameters" error, never a different track.
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In `timeline.place`, `track` is where the picture goes and `audioTrack` where the sound goes;
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an audio track given as `track` places the sound alone, on that track.
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The clip lands on the frame grid: its start and its end (`time + duration`) each snap to the
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nearest frame.
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- `sequence.inspect` reports `durationFrames` as the number of frames export renders: a sequence
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that ends partway through a frame counts that frame.
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- `engine.execute` also runs UI-only commands (`tool.razor`, `playback.toggle`,
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`window.workspace.color`, `window.panel.<name>`).
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- A command that works on the selection is disabled ("no clips selected", "select a clip in the
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Project panel") until something is selected, unless the call names its targets under a key the
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command documents (`clips` / `clip` for timeline clips, `items` / `item` for project items):
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`clip.replaceFromBin {"clips":[12],"item":4}` runs with nothing selected and leaves the
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selection alone. Only the selection condition is answered by the named targets; every other
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one (an open sequence, a filled clipboard, the right kind of clip) still applies, and ids of
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nothing do not count. `command_list` / `engine.commands` keep reporting the selection's state.
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- Element ids come from the previous frame. If an element is missing right after a layout change,
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the app retries on later frames before giving up.
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- `timeline.move` takes linked partners along while Linked Selection is on: moving a picture
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clip moves its sound by the same offset (pass `"linked": false` to move only the listed clips).
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It returns `{"moved": [ids]}`, every clip that moved.
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- Without a window, `filmcraft-cli run script.jsonl` (lines of `{"id":"…","params":{…}}`) runs the
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same commands headlessly. See §2b for the rest of the CLI.
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## 2b. Command-line interface
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Every command is also one shell call away. Options go anywhere; output is JSON; exit status is 0 on
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success, 1 when a command fails and 2 on a usage error. `filmcraft-cli help`, `filmcraft-cli --help`
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and `filmcraft-cli -h` print the reference and exit successfully.
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If the reader of stdout closes the pipe early (`filmcraft-cli commands | head`), the CLI drops the rest
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of its output but still finishes the work, saves included, and the exit status still reports
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failures; any other stdout write error is reported and makes the status 1.
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```sh
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filmcraft-cli commands razor # find ids (add --json for machine output)
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filmcraft-cli describe timeline.razor # one command: menu, shortcut, params, enabled now
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filmcraft-cli --demo inspect sequence # project / sequence as JSON
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filmcraft-cli --project p.fcproj --save exec timeline.razor seconds=3.5
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filmcraft-cli --project p.fcproj exec effects.apply '{"effect":"Gaussian Blur"}'
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filmcraft-cli --project p.fcproj exec markers.exportCsv path=review.csv
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filmcraft-cli --project p.fcproj --save import a.mov b.wav
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filmcraft-cli --project p.fcproj export out.mp4 # format from the extension; waits for the job
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filmcraft-cli --project p.fcproj export out --preset "YouTube 1080p Full HD" --start 0 --end 10
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filmcraft-cli export --list-presets prores # built-in + user presets (--data-dir for another library)
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filmcraft-cli --project p.fcproj exec export.queue.add preset="Apple ProRes 422 HQ" path=renders/ start=true wait=true
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echo '{"id":"file.newBin","params":{"name":"Selects"}}' | filmcraft-cli --project p.fcproj --save run -
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filmcraft-cli --bridge 127.0.0.1:9876 exec window.workspace.color # the running app
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```
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`key=value` values are parsed as JSON when they can be (`3.5`, `true`, `[1,2]`), otherwise taken as
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strings; dotted keys nest (`color.r=1`). `run` prints one JSON line per command
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(`{"line","id","ok","result"|"error"}`) and stops at the first failure unless `--keep-going`.
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`--save` writes back to `--project`; `--save-as path` writes elsewhere.
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Media that is offline when it is needed (the file is missing, was made offline, or can't be read)
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renders as the "media not found" placeholder. `export` and `render` then name each such item on
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stderr (`item 8 a.mp4 (missing): /path/a.mp4`) and exit 1 after writing the output, so a moved or
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unmounted media folder doesn't pass as a good render. `--allow-offline` accepts the placeholder
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frames: the warning stays and the exit status is 0. The export result lists the same items as
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`offlineMedia` (`[{item, name, path, status, error}]`, `status` as in `media.status`: `missing`,
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`offline` or `unreadable`), and `[]` when every clip it drew was online; check before exporting with
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`exec media.status` or `exec media.findMissing`.
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`markers.exportCsv {path}` exports all markers in the active sequence, including colours hidden
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in the UI and markers outside In/Out, sorted by start then id. The UTF-8 CSV has a header and CRLF
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records; quotes, commas and embedded newlines are escaped. Columns are Sequence, Marker ID, Name,
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Comment, Kind, Color, Start Timecode, End Timecode, Duration Frames, Start Ticks, Duration Ticks and
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Frame Rate (exact numerator/denominator). Color uses the user's display label from Settings ▸
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Labels. Timecodes include the sequence's start timecode and
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drop-frame setting; End is exclusive, and a point marker's End equals Start. Duration Frames is
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rounded down; tick columns preserve sub-frame timing (254016000000 ticks per second).
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An empty sequence writes just the header. User text starting with a spreadsheet formula character
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(`=`, `+`, `-`, `@`, including after whitespace) gets a leading apostrophe in the exported cell.
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The export leaves the project, dirty flag and undo history untouched, works with locked tracks,
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and uses the host's file service (atomic
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on desktop, a download on web). It exports sequence markers only, not clip/source markers;
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reports are limited to 100000 markers and a conservative 16 MiB output budget. Invalid timing or a
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failed write reports an error. The menu opens the normal save dialog; cancelling writes nothing.
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## 3. Verifying UI work
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For any UI change, look at the result:
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1. `cargo run --release -p filmcraft -- --control 9876`
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2. Drive the feature through the control channel or the MCP bridge: commands, then clicks and drags
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by automation id.
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3. Assert on `ui.inspect`, `ui.elements` and `sequence.inspect`.
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4. Take `ui.screenshot` (the whole window and the panel you changed) and open the PNG.
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Screenshots you commit must follow [AGENTS.md](../AGENTS.md) §1: FilmCraft only, openly licensed
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media, sidecar and `ATTRIBUTION.md` entry.
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# Part 2: developing FilmCraft
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## 4. Orientation, in this order
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1. [AGENTS.md](../AGENTS.md): absolute rules (assets, clean-room, licences).
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2. [CLAUDE.md](../CLAUDE.md): working instructions and non-negotiables.
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3. [ROADMAP.md](../ROADMAP.md) for the summary, then [gaps.md](gaps.md) (the ranked shortfalls) first,
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[target-app-parity.md](target-app-parity.md) and [roadmap.md](roadmap.md) (milestones, current focus).
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4. [architecture.md](architecture.md), then the README and tests of the crate you'll touch.
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5. [contributing.md](contributing.md) (how to add things, gates) and [testing.md](testing.md).
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Maintainers also keep a local planning folder, `plan/`. It is gitignored and not in the repository,
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and holds the task-level plan, the status file and behaviour reference notes. If you don't have it,
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everything you need to contribute is in the public docs above. Ask a maintainer for a task id.
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## 5. Autonomous work loop
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1. **Orient.** Pick the next task: the next unchecked task in the maintainer status file, or an open
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[gaps.md](gaps.md) entry. Prefer those gaps (stability, `.prproj`, camera media, measurement,
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hardware, Windows/Linux) over adding more checklist items. Read the relevant
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architecture section and crate README.
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2. **Plan tests first.** Write down the acceptance test before writing code.
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3. **Implement and test.**
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4. **Verify.** Run all gates (`cargo xtask ci`). For UI work, run the app with `--control`, drive it
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and look at the screenshots (§3).
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5. **Record.** Update the crate README (behaviour decisions, test results, limitations) and
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the progress docs when a milestone moves (ROADMAP.md, docs/roadmap.md, the relevant parity doc
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and gaps.md, with their timestamps). Commit as `M<n>.<k>: …`, then move on to the next task.
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For parallel agents, use one git worktree and one `CARGO_TARGET_DIR` per agent, and keep each crate
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with one owner ([contributing.md §5](contributing.md#5-parallel-work-several-agents-or-worktrees)).
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## 6. Decision rules
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Don't block on choices you can make yourself:
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- **Behaviour.** Match the publicly documented and observable behaviour of professional editors
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(help pages, published shortcut lists, using the app). Never inspect application internals
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([AGENTS.md](../AGENTS.md) §2). If behaviour is undocumented, choose what editors most commonly
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expect and record the choice in the crate README.
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- **Ask a human only about:**
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- licences outside the allowlist;
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- spending money;
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- publishing or pushing;
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- personal data;
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- destructive git operations;
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- anything AGENTS.md leaves unclear ("when in doubt, leave it out").
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## 7. Definition of Done
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A feature is done when:
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- [ ] its command(s) are registered with label, menu path, shortcut (if any) and a parameter doc;
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- [ ] engine tests cover it, including undo/redo and the disabled case;
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- [ ] the UI is wired: menu, panel control and shortcut;
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- [ ] every new interactive widget has an automation id;
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- [ ] you have driven it through the control channel and reviewed a screenshot;
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- [ ] all gates pass (`cargo xtask ci`), and new assets have sidecars;
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- [ ] the crate README and the progress docs (ROADMAP.md, docs/gaps.md, the parity docs) are updated where relevant;
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- [ ] it is committed with its task id.
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### Reporting progress honestly
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ROADMAP.md and [target-app-parity.md](target-app-parity.md) keep two numbers: **feature breadth**
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(does it exist?) and **ready for real work** (does it hold up?). When you update either:
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- say how a number was obtained: *measured* (a test, a diff, a benchmark you ran) or *estimated*;
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- count an approximation, a stub or a partly wired setting as such, never as done;
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- record known bugs and limitations in the crate README and [gaps.md](gaps.md), not only
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what works;
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- benchmarks state the machine, the load average and before/after on the same build;
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- don't raise a percentage without evidence a reviewer can rerun.
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