Implement batch processing for achievement saving with HTTP request handling
This commit is contained in:
247609
Heimdall.lua
247609
Heimdall.lua
File diff suppressed because it is too large
Load Diff
84
dbwriter.go
84
dbwriter.go
@@ -1,9 +1,27 @@
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package main
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import (
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"bytes"
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"encoding/json"
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"fmt"
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"io"
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"net/http"
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"sync"
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"time"
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logger "git.site.quack-lab.dev/dave/cylogger"
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)
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const (
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batchSize = 1000
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timeout = 5 * time.Second
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)
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var (
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batchBuffer = make([]NSQMessage, 0, batchSize)
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batchMutex sync.Mutex
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)
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var whitelistedAchievements = map[string]bool{
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"15": true,
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"958": true,
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@@ -65,19 +83,73 @@ var whitelistedAchievements = map[string]bool{
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"12448": true,
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}
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func Save(message NSQMessage, db *DB) error {
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func Save(message NSQMessage) error {
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_, ok := whitelistedAchievements[message.ID]
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if !ok {
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logger.Debug("Received message for non-whitelisted achievement %s", message.ID)
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return nil
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}
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_, err := db.writeConn.Exec("INSERT OR IGNORE INTO achievements (name, id, date, completed) VALUES (?, ?, ?, ?)",
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message.Name, message.ID, message.Date, message.Completed)
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if err != nil {
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logger.Error("Error inserting into database: %v", err)
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return err
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batchMutex.Lock()
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batchBuffer = append(batchBuffer, message)
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currentBatchSize := len(batchBuffer)
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batchMutex.Unlock()
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logger.Debug("Added achievement to batch. Current batch size: %d/%d", currentBatchSize, batchSize)
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if currentBatchSize >= batchSize {
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batchMutex.Lock()
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batch := make([]NSQMessage, len(batchBuffer))
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copy(batch, batchBuffer)
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batchBuffer = batchBuffer[:0]
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batchMutex.Unlock()
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logger.Info("Batch size reached %d, sending batch to %s", len(batch), backendEndpoint)
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return sendBatch(batch)
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}
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return nil
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}
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func sendBatch(batch []NSQMessage) error {
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logger.Debug("Preparing to send batch of %d achievements", len(batch))
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data, err := json.Marshal(batch)
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if err != nil {
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logger.Error("Failed to marshal batch: %v", err)
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return fmt.Errorf("error marshaling batch: %v", err)
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}
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logger.Debug("Successfully marshaled batch to JSON, size: %d bytes", len(data))
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client := &http.Client{
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Timeout: timeout,
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}
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req, err := http.NewRequest("POST", backendEndpoint, bytes.NewBuffer(data))
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if err != nil {
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logger.Error("Failed to create HTTP request: %v", err)
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return fmt.Errorf("error creating request: %v", err)
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}
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req.Header.Set("Content-Type", "application/json")
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logger.Debug("Created HTTP request to %s", backendEndpoint)
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resp, err := client.Do(req)
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if err != nil {
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logger.Error("Failed to send HTTP request: %v", err)
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return fmt.Errorf("error sending batch: %v", err)
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}
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defer resp.Body.Close()
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body, err := io.ReadAll(resp.Body)
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if err != nil {
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logger.Error("Failed to read response body: %v", err)
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}
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if resp.StatusCode != http.StatusOK {
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logger.Error("Received non-OK status code: %d, body: %s", resp.StatusCode, string(body))
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return fmt.Errorf("unexpected status code: %d, body: %s", resp.StatusCode, string(body))
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}
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logger.Info("Successfully sent batch of %d achievements", len(batch))
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return nil
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}
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42
main.go
42
main.go
@@ -20,6 +20,7 @@ import (
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)
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const nsqEndpoint = "https://nsq.site.quack-lab.dev/pub?topic=wowspy"
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const backendEndpoint = "https://sniffer-be.site.quack-lab.dev/achievements"
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var debug *bool
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var nsqWorkers = 32
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@@ -33,19 +34,9 @@ func main() {
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logger.SetLevel(logger.LevelDebug) // Assuming LevelDebug is the correct constant for cylogger
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}
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db := DB{
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path: "service/data/db.db",
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}
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err := db.Open()
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if err != nil {
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logger.Error("error opening database: %v", err)
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return
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}
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defer db.Close()
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logger.Info("Root: %q", *root)
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cleanedRoot := strings.Replace(*root, "~", os.Getenv("HOME"), 1)
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cleanedRoot, err = filepath.Abs(cleanedRoot)
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cleanedRoot, err := filepath.Abs(cleanedRoot)
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if err != nil {
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logger.Error("error getting absolute path: %v", err)
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return
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@@ -75,33 +66,12 @@ func main() {
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// We can save the achievements to the database while doing something else unrelated
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go func() {
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defer wg.Done()
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saveAchievementsToDB(&db, achievements)
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saveAchievements(achievements)
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}()
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loadUniquePlayers(&db, achievements)
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saveAchievementsToSourceFiles(luaStates, achievements)
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// saveAchievementsToSourceFiles(luaStates, achievements)
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wg.Wait()
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}
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// loadUniquePlayers loads all unique players from the database and stores them in the achievements map
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// So that we can populate our "alreadySeen" with the database values too
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func loadUniquePlayers(db *DB, achievements *sync.Map) {
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rows, err := db.readConn.Query("SELECT DISTINCT name FROM achievements")
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if err != nil {
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logger.Error("error querying unique players: %v", err)
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return
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}
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defer rows.Close()
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for rows.Next() {
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var playerName string
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err = rows.Scan(&playerName)
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if err != nil {
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logger.Error("error scanning player name: %v", err)
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}
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achievements.Store(playerName, &[]NSQMessage{})
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}
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return
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}
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func saveAchievementsToSourceFiles(luaStates *sync.Map, achievements *sync.Map) {
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wg := sync.WaitGroup{}
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luaStates.Range(func(k, v any) bool {
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@@ -202,14 +172,14 @@ func addAlreadySeen(strContent string, achievements *sync.Map) string {
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return strings.Join(modifiedLines, "\n")
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}
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func saveAchievementsToDB(db *DB, achievements *sync.Map) {
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func saveAchievements(achievements *sync.Map) {
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count := 0
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achievements.Range(func(k, v any) bool {
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playerName := k.(string)
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playerAchievements := v.(*[]NSQMessage)
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logger.Debug("Saving %d achievements for player %s", len(*playerAchievements), playerName)
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for _, ach := range *playerAchievements {
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Save(ach, db)
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Save(ach)
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}
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count++
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if count%1000 == 0 {
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