Implement batch processing for achievement saving with HTTP request handling
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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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