Implement batch processing for achievement saving with HTTP request handling

This commit is contained in:
2025-05-24 22:47:11 +02:00
parent cdefc1735f
commit 4fbc49c52f
4 changed files with 2348 additions and 245389 deletions

42
main.go
View File

@@ -20,6 +20,7 @@ import (
)
const nsqEndpoint = "https://nsq.site.quack-lab.dev/pub?topic=wowspy"
const backendEndpoint = "https://sniffer-be.site.quack-lab.dev/achievements"
var debug *bool
var nsqWorkers = 32
@@ -33,19 +34,9 @@ func main() {
logger.SetLevel(logger.LevelDebug) // Assuming LevelDebug is the correct constant for cylogger
}
db := DB{
path: "service/data/db.db",
}
err := db.Open()
if err != nil {
logger.Error("error opening database: %v", err)
return
}
defer db.Close()
logger.Info("Root: %q", *root)
cleanedRoot := strings.Replace(*root, "~", os.Getenv("HOME"), 1)
cleanedRoot, err = filepath.Abs(cleanedRoot)
cleanedRoot, err := filepath.Abs(cleanedRoot)
if err != nil {
logger.Error("error getting absolute path: %v", err)
return
@@ -75,33 +66,12 @@ func main() {
// We can save the achievements to the database while doing something else unrelated
go func() {
defer wg.Done()
saveAchievementsToDB(&db, achievements)
saveAchievements(achievements)
}()
loadUniquePlayers(&db, achievements)
saveAchievementsToSourceFiles(luaStates, achievements)
// saveAchievementsToSourceFiles(luaStates, achievements)
wg.Wait()
}
// loadUniquePlayers loads all unique players from the database and stores them in the achievements map
// So that we can populate our "alreadySeen" with the database values too
func loadUniquePlayers(db *DB, achievements *sync.Map) {
rows, err := db.readConn.Query("SELECT DISTINCT name FROM achievements")
if err != nil {
logger.Error("error querying unique players: %v", err)
return
}
defer rows.Close()
for rows.Next() {
var playerName string
err = rows.Scan(&playerName)
if err != nil {
logger.Error("error scanning player name: %v", err)
}
achievements.Store(playerName, &[]NSQMessage{})
}
return
}
func saveAchievementsToSourceFiles(luaStates *sync.Map, achievements *sync.Map) {
wg := sync.WaitGroup{}
luaStates.Range(func(k, v any) bool {
@@ -202,14 +172,14 @@ func addAlreadySeen(strContent string, achievements *sync.Map) string {
return strings.Join(modifiedLines, "\n")
}
func saveAchievementsToDB(db *DB, achievements *sync.Map) {
func saveAchievements(achievements *sync.Map) {
count := 0
achievements.Range(func(k, v any) bool {
playerName := k.(string)
playerAchievements := v.(*[]NSQMessage)
logger.Debug("Saving %d achievements for player %s", len(*playerAchievements), playerName)
for _, ach := range *playerAchievements {
Save(ach, db)
Save(ach)
}
count++
if count%1000 == 0 {