Refactor a large part of main to be less retarded

This commit is contained in:
2025-05-21 12:22:48 +02:00
parent 7c2debf051
commit 028aa4e80b

335
main.go
View File

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