Enhance achievement saving by adding concurrency and logging

This commit is contained in:
2025-05-21 13:12:46 +02:00
parent 70c417e7f4
commit b44e24e732

13
main.go
View File

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