Refactor main.go to enhance data extraction and NSQ message handling; added debug logging and improved error handling.

This commit is contained in:
2025-05-19 00:01:32 +02:00
parent 80b46cdfc4
commit 39116eb74e

203
main.go
View File

@@ -4,6 +4,8 @@ import (
"bytes"
"encoding/json"
"flag"
"fmt"
"io"
"net/http"
"os"
"path/filepath"
@@ -20,14 +22,20 @@ import (
const nsqEndpoint = "https://nsq.site.quack-lab.dev/pub?topic=wowspy"
var debug *bool
var messageQueue = make(chan string, 10000)
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")
debug = flag.Bool("d", false, "Debug")
flag.Parse()
logger.InitFlag()
if *debug {
logger.SetLevel(logger.LevelDebug) // Assuming LevelDebug is the correct constant for cylogger
}
logger.Info("Root: %q", *root)
cleanedRoot := strings.Replace(*root, "~", os.Getenv("HOME"), 1)
@@ -45,65 +53,126 @@ func main() {
logger.Error("error matching Heimdall.lua: %v", err)
return
}
logger.Info("Found %d Heimdall.lua", len(matches))
wg := sync.WaitGroup{}
messages := make(chan NSQMessage, 1000)
for i := 0; i < nsqWorkers; i++ {
wg.Add(1)
go NsqWorker(&wg, messages)
logger.Info("Found %d Heimdall.lua files.", len(matches))
if len(matches) == 0 {
logger.Info("No Heimdall.lua files found. Exiting.")
return
}
// Debugging
matches = matches[:2]
// --- 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 {
logger.Info("Processing %q", match)
wg.Add(1)
go ParseHeimdallFile(filepath.Join(cleanedRoot, match), &wg, messages)
wgPass1.Add(1)
go extractPlayerAchievementsFromFile(filepath.Join(cleanedRoot, match), &wgPass1)
}
for msg := range messages {
logger.Info("Message: %#v", msg)
wgPass1.Wait()
logger.Info("Finished Pass 1: Extracted data for %d unique players globally from %d files.", len(allPlayerNamesGlobal), len(matches))
if *debug {
globalDataMutex.Lock()
logger.Debug("Total achievements collected globally: %d", countTotalAchievements(allPlayersAchievementsGlobal))
globalDataMutex.Unlock()
}
wg.Wait()
close(messages)
return
// --- 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 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
logger.Info("All NSQ workers finished. Program complete.")
}
func ParseHeimdallFile(path string, wg *sync.WaitGroup, messages chan NSQMessage) {
// 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
}
// extractPlayerAchievementsFromFile is for Pass 1
func extractPlayerAchievementsFromFile(path string, wg *sync.WaitGroup) {
logger.Info("Extracting achievements from %q", path)
defer wg.Done()
L := lua.NewState()
defer L.Close()
if err := L.DoFile(path); err != nil {
logger.Error("error executing Lua file %q: %v", path, err)
logger.Error("Pass 1: error executing Lua file %q: %v", path, err)
return
}
heimdallAchievements := L.GetGlobal("Heimdall_Achievements")
if heimdallAchievements.Type() == lua.LTNil {
logger.Error("Heimdall_Achievements not found in %q", path)
logger.Warning("Pass 1: Heimdall_Achievements not found in %q. Skipping file.", path)
return
}
playersTableLua := L.GetField(heimdallAchievements, "players")
if playersTableLua.Type() == lua.LTNil {
logger.Info("Pass 1: 'players' table is nil in Heimdall_Achievements in %q. No player data to extract.", path)
return
}
playersTable, ok := playersTableLua.(*lua.LTable)
if !ok || playersTableLua.Type() == lua.LTNil {
logger.Error("'players' table not found or not a table in Heimdall_Achievements in %q", path)
if !ok {
logger.Warning("Pass 1: 'players' field in Heimdall_Achievements is not a table in %q (type: %s). Skipping.", path, playersTableLua.Type().String())
return
}
var filePlayerAchievements []NSQMessage // Temporary list for this file's achievements
var filePlayerNames = make(map[string]bool) // Temporary set for this file's player names
playersTable.ForEach(func(playerNameLua lua.LValue, playerAchievementsLua lua.LValue) {
currentPlayerName := playerNameLua.String()
logger.Info("Processing player: %s in %q", currentPlayerName, path)
filePlayerNames[currentPlayerName] = true // Track name
achievementsTable, ok := playerAchievementsLua.(*lua.LTable)
achievementsTableLua, ok := playerAchievementsLua.(*lua.LTable)
if !ok {
logger.Error("Achievements for player %s is not a table in %q", currentPlayerName, path)
logger.Error("Pass 1: Achievements for player %s is not a table in %q. Skipping achievements for this player.", currentPlayerName, path)
return
}
achievementsTable.ForEach(func(_ lua.LValue, achievementDataLua lua.LValue) {
achievementsTableLua.ForEach(func(_ lua.LValue, achievementDataLua lua.LValue) {
achievementTable, ok := achievementDataLua.(*lua.LTable)
if !ok {
logger.Error("Achievement data for player %s is not a table in %q", currentPlayerName, path)
logger.Error("Pass 1: Achievement data for player %s is not a table in %q. Skipping this achievement.", currentPlayerName, path)
return
}
@@ -115,39 +184,89 @@ func ParseHeimdallFile(path string, wg *sync.WaitGroup, messages chan NSQMessage
} else if idVal.Type() == lua.LTString {
currentAchievement.ID = idVal.String()
} else {
logger.Warning("Missing or invalid 'id' (expected number or string) for achievement for player %s in %q", currentPlayerName, path)
logger.Warning("Pass 1: Missing or invalid 'id' (expected number or string) for achievement for player %s in %q.", currentPlayerName, path)
}
dateVal := achievementTable.RawGetString("date")
if dateVal.Type() == lua.LTString {
currentAchievement.Date = dateVal.String()
} else {
logger.Warning("Missing or invalid 'date' (expected string) for achievement for player %s in %q", currentPlayerName, path)
logger.Warning("Pass 1: Missing or invalid 'date' (expected string) for achievement for player %s in %q.", currentPlayerName, path)
}
completedVal := achievementTable.RawGetString("completed")
if completedVal.Type() == lua.LTBool {
currentAchievement.Completed = lua.LVAsBool(completedVal)
} else {
logger.Warning("Missing or invalid 'completed' (expected boolean) for achievement for player %s in %q", currentPlayerName, path)
logger.Warning("Pass 1: Missing or invalid 'completed' (expected boolean) for achievement for player %s in %q.", currentPlayerName, path)
}
if currentAchievement.ID != "" { // Ensure we have at least an ID before sending
logger.Info("Publishing achievement for %s: ID %s, Date: %s, Completed: %t", currentPlayerName, currentAchievement.ID, currentAchievement.Date, currentAchievement.Completed)
messages <- currentAchievement
if currentAchievement.ID != "" { // Ensure we have at least an ID before adding
filePlayerAchievements = append(filePlayerAchievements, currentAchievement)
}
})
})
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()
logger.Info("Pass 1: Extracted from %q. Players in file: %d. Achievements in file: %d.", path, len(filePlayerNames), len(filePlayerAchievements))
} else {
logger.Info("Pass 1: No player data or names extracted from %q.", path)
}
}
func NsqWorker(wg *sync.WaitGroup, messages chan NSQMessage) {
// updateLuaFileState is for Pass 2
func updateLuaFileState(path string, wg *sync.WaitGroup, allKnownPlayerNames map[string]bool) {
defer wg.Done()
L := lua.NewState()
defer L.Close()
if err := L.DoFile(path); err != nil {
logger.Error("Pass 2: error executing Lua file %q: %v. Cannot update its state.", path, err)
return
}
heimdallAchievementsVal := L.GetGlobal("Heimdall_Achievements")
if heimdallAchievementsVal.Type() == lua.LTNil {
logger.Warning("Pass 2: Heimdall_Achievements not found in %q after script execution. Cannot set 'alreadySeen' or clear 'players'.", path)
return
}
heimdallAchievementsTable, ok := heimdallAchievementsVal.(*lua.LTable)
if !ok {
logger.Warning("Pass 2: 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)
logger.Debug("Pass 2: Set Heimdall_Achievements.alreadySeen for %q with %d total player names.", path, len(allKnownPlayerNames))
L.SetField(heimdallAchievementsTable, "players", L.NewTable())
logger.Debug("Pass 2: 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 {
err := Publish(msg)
if err != nil {
logger.Warning("error publishing message: %v", err)
logger.Warning("error publishing message for player %s, achievement ID %s: %v", msg.Name, msg.ID, err)
// Optionally, add retry logic or dead-letter queue here
continue
}
logger.Debug("Successfully published achievement for %s: ID %s", msg.Name, msg.ID)
}
}
@@ -155,11 +274,21 @@ func Publish(msg NSQMessage) error {
data := bytes.Buffer{}
err := json.NewEncoder(&data).Encode(msg)
if err != nil {
return err
return err // Error encoding JSON
}
_, err = http.Post(nsqEndpoint, "application/json", &data)
resp, err := http.Post(nsqEndpoint, "application/json", &data)
if err != nil {
return err
return err // Error making HTTP POST request
}
defer resp.Body.Close() // Ensure body is closed
if resp.StatusCode != http.StatusOK {
// Read body for more details if not OK
bodyBytes, readErr := io.ReadAll(resp.Body)
if readErr != nil {
logger.Warning("Failed to read error response body from NSQ: %v", readErr)
}
return fmt.Errorf("nsq publish failed: status code %d, body: %s", resp.StatusCode, string(bodyBytes))
}
return nil
}