Enhance achievement saving by adding concurrency and logging
This commit is contained in:
13
main.go
13
main.go
@@ -71,9 +71,12 @@ func main() {
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luaStates := loadLuaStates(matches)
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luaStates := loadLuaStates(matches)
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achievements := loadAchievements(luaStates)
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achievements := loadAchievements(luaStates)
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wg := sync.WaitGroup{}
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wg := sync.WaitGroup{}
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// wg.Add(1)
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wg.Add(1)
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// We can save the achievements to the database while doing something else unrelated
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// We can save the achievements to the database while doing something else unrelated
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// go saveAchievementsToDB(&db, achievements)
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go func() {
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defer wg.Done()
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saveAchievementsToDB(&db, achievements)
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}()
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saveAchievementsToSourceFiles(luaStates, achievements)
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saveAchievementsToSourceFiles(luaStates, achievements)
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wg.Wait()
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wg.Wait()
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}
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}
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@@ -179,6 +182,7 @@ func addAlreadySeen(strContent string, achievements *sync.Map) string {
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}
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}
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func saveAchievementsToDB(db *DB, achievements *sync.Map) {
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func saveAchievementsToDB(db *DB, achievements *sync.Map) {
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count := 0
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achievements.Range(func(k, v any) bool {
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achievements.Range(func(k, v any) bool {
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playerName := k.(string)
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playerName := k.(string)
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playerAchievements := v.(*[]NSQMessage)
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playerAchievements := v.(*[]NSQMessage)
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@@ -186,8 +190,13 @@ func saveAchievementsToDB(db *DB, achievements *sync.Map) {
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for _, ach := range *playerAchievements {
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for _, ach := range *playerAchievements {
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Save(ach, db)
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Save(ach, db)
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}
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}
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count++
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if count%1000 == 0 {
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logger.Info("Saved %d achievements", count)
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}
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return true
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return true
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})
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})
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logger.Info("Saved %d achievements", count)
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}
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}
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func loadLuaStates(matches []string) *sync.Map {
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func loadLuaStates(matches []string) *sync.Map {
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