Refactor a large part of main to be less retarded
This commit is contained in:
335
main.go
335
main.go
@@ -26,7 +26,6 @@ var nsqWorkers = 32
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var allPlayersAchievementsGlobal = make(map[string][]NSQMessage) // PlayerName -> list of all their achievements
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var allPlayerNamesGlobal = make(map[string]bool) // Set of all player names
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var globalDataMutex = &sync.Mutex{}
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func main() {
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root := flag.String("root", ".", "Root workdir")
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@@ -69,95 +68,90 @@ func main() {
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return
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}
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// matches = matches[:1]
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luaStates := loadLuaStates(matches)
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achievements := loadAchievements(luaStates)
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// --- Pass 1: Extract all data ---
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logger.Info("Starting Pass 1: Extracting data from all Heimdall.lua files...")
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var wgPass1 sync.WaitGroup
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for _, match := range matches {
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wgPass1.Add(1)
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go loadAchievements(filepath.Join(cleanedRoot, match), &wgPass1)
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}
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wgPass1.Wait()
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logger.Info("Finished Pass 1: Loaded %d unique players from %d files.", len(allPlayerNamesGlobal), len(matches))
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if *debug {
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globalDataMutex.Lock()
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logger.Debug("Total achievements loaded globally: %d", countTotalAchievements(allPlayersAchievementsGlobal))
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globalDataMutex.Unlock()
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}
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wgSave := sync.WaitGroup{}
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wgSave.Add(1)
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go func() {
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logger.Info("Saving achievements to database...")
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for playerName, achList := range allPlayersAchievementsGlobal {
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logger.Debug("Saving %d achievements for player %s", len(achList), playerName)
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for _, ach := range achList {
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Save(&ach, &db)
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}
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}
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wgSave.Done()
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}()
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// --- Process and Send to NSQ ---
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// logger.Info("Starting NSQ message publishing...")
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// nsqMessagesChan := make(chan NSQMessage, 10000) // Increased buffer size
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// var wgNsqWorkers sync.WaitGroup
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// for i := 0; i < nsqWorkers; i++ {
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// wgNsqWorkers.Add(1)
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// go NsqWorker(&wgNsqWorkers, nsqMessagesChan)
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// logger.Info("Starting Pass 1: Extracting data from all Heimdall.lua files...")
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// var wgPass1 sync.WaitGroup
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// for _, match := range matches {
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// wgPass1.Add(1)
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// go loadAchievements(filepath.Join(cleanedRoot, match), &wgPass1)
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// }
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// go func() {
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// wgPass1.Wait()
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// logger.Info("Finished Pass 1: Loaded %d unique players from %d files.", len(allPlayerNamesGlobal), len(matches))
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// if *debug {
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// globalDataMutex.Lock()
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// defer globalDataMutex.Unlock()
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// logger.Debug("Total achievements loaded globally: %d", countTotalAchievements(allPlayersAchievementsGlobal))
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// globalDataMutex.Unlock()
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// }
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// wgSave := sync.WaitGroup{}
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// wgSave.Add(1)
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// go func() {
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// logger.Info("Saving achievements to database...")
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// for playerName, achList := range allPlayersAchievementsGlobal {
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// logger.Debug("Saving %d achievements for player %s", len(achList), playerName)
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// for _, ach := range achList {
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// // ach.Name is already correctly set during extraction
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// nsqMessagesChan <- ach
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// logger.Debug("Queued NSQ message for Player: %s, AchID: %s", playerName, ach.ID)
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// Save(&ach, &db)
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// }
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// }
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// close(nsqMessagesChan) // Close channel when all messages are sent
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// logger.Info("All NSQ messages queued.")
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// wgSave.Done()
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// }()
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// --- Pass 2: Update Lua file states (in memory) ---
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logger.Info("Starting Pass 2: Updating Lua states (setting alreadySeen and clearing players)...")
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var wgPass2 sync.WaitGroup
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if len(allPlayerNamesGlobal) > 0 { // Only run pass 2 if there are players to report
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// // --- Process and Send to NSQ ---
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// // logger.Info("Starting NSQ message publishing...")
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// // nsqMessagesChan := make(chan NSQMessage, 10000) // Increased buffer size
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// // var wgNsqWorkers sync.WaitGroup
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// // for i := 0; i < nsqWorkers; i++ {
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// // wgNsqWorkers.Add(1)
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// // go NsqWorker(&wgNsqWorkers, nsqMessagesChan)
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// // }
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// // go func() {
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// // globalDataMutex.Lock()
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// // defer globalDataMutex.Unlock()
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// // for playerName, achList := range allPlayersAchievementsGlobal {
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// // for _, ach := range achList {
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// // // ach.Name is already correctly set during extraction
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// // nsqMessagesChan <- ach
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// // logger.Debug("Queued NSQ message for Player: %s, AchID: %s", playerName, ach.ID)
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// // }
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// // }
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// // close(nsqMessagesChan) // Close channel when all messages are sent
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// // logger.Info("All NSQ messages queued.")
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// // }()
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// // --- Pass 2: Update Lua file states (in memory) ---
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// logger.Info("Starting Pass 2: Updating Lua states (setting alreadySeen and clearing players)...")
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// var wgPass2 sync.WaitGroup
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// if len(allPlayerNamesGlobal) > 0 { // Only run pass 2 if there are players to report
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// for _, match := range matches {
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// wgPass2.Add(1)
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// go saveLuaFileState(filepath.Join(cleanedRoot, match), &wgPass2, allPlayerNamesGlobal)
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// }
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// wgPass2.Wait()
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// logger.Info("Finished Pass 2: Lua states updated where applicable.")
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// } else {
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// logger.Info("Skipping Pass 2 as no players were found globally.")
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// }
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// // wgNsqWorkers.Wait() // Wait for all NSQ messages to be processed
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// wgSave.Wait()
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// logger.Info("All NSQ workers finished. Program complete.")
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}
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func loadLuaStates(matches []string) *sync.Map {
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wg := sync.WaitGroup{}
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fileLuaStates := &sync.Map{}
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for _, match := range matches {
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wgPass2.Add(1)
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go updateLuaFileState(filepath.Join(cleanedRoot, match), &wgPass2, allPlayerNamesGlobal)
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}
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wgPass2.Wait()
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logger.Info("Finished Pass 2: Lua states updated where applicable.")
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} else {
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logger.Info("Skipping Pass 2 as no players were found globally.")
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}
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// wgNsqWorkers.Wait() // Wait for all NSQ messages to be processed
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wgSave.Wait()
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logger.Info("All NSQ workers finished. Program complete.")
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}
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// Helper function to count total achievements for debugging
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func countTotalAchievements(achMap map[string][]NSQMessage) int {
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count := 0
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for _, achList := range achMap {
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count += len(achList)
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}
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return count
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}
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func loadAchievements(path string, wg *sync.WaitGroup) {
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log := logger.Default.WithPrefix(path)
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log.Info("Extracting achievements")
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wg.Add(1)
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go func(path string) {
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defer wg.Done()
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log := logger.Default.WithPrefix(path)
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L := lua.NewState()
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defer L.Close()
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filestat, err := os.Stat(path)
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filestat, err := os.Stat(match)
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if err != nil {
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log.Error("error getting file stats: %v", err)
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return
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@@ -169,35 +163,58 @@ func loadAchievements(path string, wg *sync.WaitGroup) {
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log.Error("error executing Lua file %q: %v", path, err)
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return
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}
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log.Info("Lua file loaded")
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fileLuaStates.Store(match, L)
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}(match)
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}
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wg.Wait()
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return fileLuaStates
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}
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func loadAchievements(luaStates *sync.Map) *sync.Map {
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achievements := &sync.Map{}
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wg := sync.WaitGroup{}
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luaStates.Range(func(path, state any) bool {
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wg.Add(1)
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go func(path string, state *lua.LState) {
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log := logger.Default.WithPrefix(path)
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defer wg.Done()
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// We directly mutate achievements to avoid reducing and mapping later on
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// Removing 1 off of the x of the O(xn)
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loadStateAchievements(state, log, achievements)
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}(path.(string), state.(*lua.LState))
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return true
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})
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wg.Wait()
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return achievements
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}
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func loadStateAchievements(L *lua.LState, log *logger.Logger, achievements *sync.Map) {
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log.Info("Getting Heimdall_Achievements")
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heimdallAchievements := L.GetGlobal("Heimdall_Achievements")
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if heimdallAchievements.Type() == lua.LTNil {
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log.Warning("Heimdall_Achievements not found in %q. Skipping file.", path)
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log.Warning("Heimdall_Achievements not found. Skipping file.")
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return
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}
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log.Info("Getting players table")
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playersTableLua := L.GetField(heimdallAchievements, "players")
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if playersTableLua.Type() == lua.LTNil {
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log.Info("'players' table is nil in Heimdall_Achievements in %q. No player data to extract.", path)
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log.Info("'players' table is nil in Heimdall_Achievements. No player data to extract.")
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return
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}
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log.Info("Casting players table")
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playersTable, ok := playersTableLua.(*lua.LTable)
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if !ok {
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log.Warning("'players' field in Heimdall_Achievements is not a table in %q (type: %s). Skipping.", path, playersTableLua.Type().String())
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log.Warning("'players' field in Heimdall_Achievements is not a table. Skipping.")
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return
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}
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var filePlayerAchievements []NSQMessage
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var filePlayerNames = make(map[string]bool)
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log.Info("Iterating over players")
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counter := 0
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playersTable.ForEach(func(playerNameLua lua.LValue, playerAchievementsLua lua.LValue) {
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currentPlayerName := playerNameLua.String()
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filePlayerNames[currentPlayerName] = true // Track name
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playerAchievements, _ := achievements.LoadOrStore(currentPlayerName, &[]NSQMessage{})
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playerAchievementsSlice := playerAchievements.(*[]NSQMessage)
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achievementsTableLua, ok := playerAchievementsLua.(*lua.LTable)
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if !ok {
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@@ -238,7 +255,8 @@ func loadAchievements(path string, wg *sync.WaitGroup) {
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}
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if currentAchievement.ID != "" { // Ensure we have at least an ID before adding
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filePlayerAchievements = append(filePlayerAchievements, currentAchievement)
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// Will this change be reflected in the map...?
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*playerAchievementsSlice = append(*playerAchievementsSlice, currentAchievement)
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}
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counter++
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@@ -248,59 +266,13 @@ func loadAchievements(path string, wg *sync.WaitGroup) {
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})
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})
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log.Info("Processed %d achievements", counter)
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if len(filePlayerAchievements) > 0 || len(filePlayerNames) > 0 {
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globalDataMutex.Lock()
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for _, ach := range filePlayerAchievements {
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allPlayersAchievementsGlobal[ach.Name] = append(allPlayersAchievementsGlobal[ach.Name], ach)
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}
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for name := range filePlayerNames {
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allPlayerNamesGlobal[name] = true
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}
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globalDataMutex.Unlock()
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log.Info("Players in file: %d. Achievements in file: %d.", len(filePlayerNames), len(filePlayerAchievements))
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} else {
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log.Info("No player data or names extracted")
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}
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achievements.Range(func(key, value any) bool {
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log.Trace("Player: %s, Achievements: %d", key, len(*value.(*[]NSQMessage)))
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return true
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})
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}
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// updateLuaFileState is for Pass 2
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func updateLuaFileState(path string, wg *sync.WaitGroup, allKnownPlayerNames map[string]bool) {
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log := logger.Default.WithPrefix(filepath.Base(path))
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log.Info("Updating Lua state")
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defer wg.Done()
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L := lua.NewState()
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defer L.Close()
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if err := L.DoFile(path); err != nil {
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log.Error("error executing Lua file %q: %v. Cannot update its state.", path, err)
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return
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}
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heimdallAchievementsVal := L.GetGlobal("Heimdall_Achievements")
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if heimdallAchievementsVal.Type() == lua.LTNil {
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log.Warning("Heimdall_Achievements not found in %q after script execution. Cannot set 'alreadySeen' or clear 'players'.", path)
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return
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}
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heimdallAchievementsTable, ok := heimdallAchievementsVal.(*lua.LTable)
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if !ok {
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log.Warning("Heimdall_Achievements in %q is not a table (type: %s). Cannot update.", path, heimdallAchievementsVal.Type().String())
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return
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}
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luaAlreadySeen := L.NewTable()
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for name := range allKnownPlayerNames {
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luaAlreadySeen.RawSetString(name, lua.LTrue)
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}
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L.SetField(heimdallAchievementsTable, "alreadySeen", luaAlreadySeen)
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log.Debug("Set Heimdall_Achievements.alreadySeen for %q with %d total player names.", path, len(allKnownPlayerNames))
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L.SetField(heimdallAchievementsTable, "players", L.NewTable())
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log.Debug("Cleared Heimdall_Achievements.players for %q.", path)
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}
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func NsqWorker(wg *sync.WaitGroup, messages <-chan NSQMessage) { // Changed to read-only channel
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defer wg.Done()
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for msg := range messages {
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@@ -336,3 +308,98 @@ func Publish(msg NSQMessage) error {
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}
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return nil
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}
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func saveLuaFileState(path string, wg *sync.WaitGroup, allKnownPlayerNames map[string]bool) {
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log := logger.Default.WithPrefix(path)
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log.Info("Saving Lua state")
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defer wg.Done()
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}
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// writeLuaTable writes a Lua table back to disk using Lua's own serialization
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func writeLuaTable(path string, table *lua.LTable) error {
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L := lua.NewState()
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defer L.Close()
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// Create a Lua function that will write our table
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script := `
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local function writeTable(tbl)
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local file = io.open("%s", "w")
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if not file then
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return false, "Could not open file for writing"
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end
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-- Write the original file content up to our table
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local original = io.open("%s", "r")
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if original then
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local content = original:read("*all")
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original:close()
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-- Find where our table starts
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local startPos = content:find("Heimdall_Achievements%s*=%s*{")
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if startPos then
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file:write(content:sub(1, startPos-1))
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end
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end
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-- Write our table
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file:write("Heimdall_Achievements = ")
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-- Use Lua's built-in table serialization
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local function serialize(tbl, indent)
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indent = indent or 0
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local str = "{\n"
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for k, v in pairs(tbl) do
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str = str .. string.rep("\t", indent + 1)
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if type(k) == "string" then
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str = str .. string.format('["%s"] = ', k)
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else
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str = str .. string.format("[%s] = ", k)
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end
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if type(v) == "table" then
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str = str .. serialize(v, indent + 1)
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elseif type(v) == "string" then
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str = str .. string.format('"%s"', v)
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elseif type(v) == "boolean" then
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str = str .. tostring(v)
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else
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str = str .. tostring(v)
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end
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str = str .. ",\n"
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end
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str = str .. string.rep("\t", indent) .. "}"
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return str
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end
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file:write(serialize(tbl))
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file:write("\n")
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-- Write the rest of the file
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if original then
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local content = original:read("*all")
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original:close()
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-- Find where our table ends
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local endPos = content:find("}%s*$")
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if endPos then
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file:write(content:sub(endPos))
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end
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end
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file:close()
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return true
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end
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return writeTable(Heimdall_Achievements)
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`
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// Set our table in the Lua state
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L.SetGlobal("Heimdall_Achievements", table)
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// Execute the script
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if err := L.DoString(script); err != nil {
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return fmt.Errorf("failed to write Lua table: %v", err)
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}
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return nil
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}
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