Clean up shop

This commit is contained in:
2025-05-21 12:45:55 +02:00
parent d3efd378f2
commit c1cc508dcf

177
main.go
View File

@@ -71,80 +71,11 @@ 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 saveAchievementsToDB(&db, achievements)
saveAchievementsToSourceFiles(luaStates, achievements)
wg.Wait()
// --- Pass 1: Extract all data ---
// logger.Info("Starting Pass 1: Extracting data from all Heimdall.lua files...")
// var wgPass1 sync.WaitGroup
// for _, match := range matches {
// wgPass1.Add(1)
// go loadAchievements(filepath.Join(cleanedRoot, match), &wgPass1)
// }
// wgPass1.Wait()
// logger.Info("Finished Pass 1: Loaded %d unique players from %d files.", len(allPlayerNamesGlobal), len(matches))
// if *debug {
// globalDataMutex.Lock()
// logger.Debug("Total achievements loaded globally: %d", countTotalAchievements(allPlayersAchievementsGlobal))
// globalDataMutex.Unlock()
// }
// wgSave := sync.WaitGroup{}
// wgSave.Add(1)
// go func() {
// logger.Info("Saving achievements to database...")
// for playerName, achList := range allPlayersAchievementsGlobal {
// logger.Debug("Saving %d achievements for player %s", len(achList), playerName)
// for _, ach := range achList {
// Save(&ach, &db)
// }
// }
// wgSave.Done()
// }()
// // --- Process and Send to NSQ ---
// // logger.Info("Starting NSQ message publishing...")
// // nsqMessagesChan := make(chan NSQMessage, 10000) // Increased buffer size
// // var wgNsqWorkers sync.WaitGroup
// // for i := 0; i < nsqWorkers; i++ {
// // wgNsqWorkers.Add(1)
// // go NsqWorker(&wgNsqWorkers, nsqMessagesChan)
// // }
// // go func() {
// // globalDataMutex.Lock()
// // defer globalDataMutex.Unlock()
// // for playerName, achList := range allPlayersAchievementsGlobal {
// // for _, ach := range achList {
// // // ach.Name is already correctly set during extraction
// // nsqMessagesChan <- ach
// // logger.Debug("Queued NSQ message for Player: %s, AchID: %s", playerName, ach.ID)
// // }
// // }
// // close(nsqMessagesChan) // Close channel when all messages are sent
// // logger.Info("All NSQ messages queued.")
// // }()
// // --- Pass 2: Update Lua file states (in memory) ---
// logger.Info("Starting Pass 2: Updating Lua states (setting alreadySeen and clearing players)...")
// var wgPass2 sync.WaitGroup
// if len(allPlayerNamesGlobal) > 0 { // Only run pass 2 if there are players to report
// for _, match := range matches {
// wgPass2.Add(1)
// go saveLuaFileState(filepath.Join(cleanedRoot, match), &wgPass2, allPlayerNamesGlobal)
// }
// wgPass2.Wait()
// logger.Info("Finished Pass 2: Lua states updated where applicable.")
// } else {
// logger.Info("Skipping Pass 2 as no players were found globally.")
// }
// // wgNsqWorkers.Wait() // Wait for all NSQ messages to be processed
// wgSave.Wait()
// logger.Info("All NSQ workers finished. Program complete.")
}
func saveAchievementsToSourceFiles(luaStates *sync.Map, achievements *sync.Map) {
@@ -174,7 +105,7 @@ func saveAchievementsToSourceFiles(luaStates *sync.Map, achievements *sync.Map)
wg.Add(1)
go func() {
defer wg.Done()
updateSeenTable(state, seenTable, achievements, log)
updateSeenTable(state, seenTable, achievements)
// State itself should now be updated
}()
@@ -186,10 +117,13 @@ func saveAchievementsToSourceFiles(luaStates *sync.Map, achievements *sync.Map)
}
func writeToSource(path string, state *lua.LState) {
if err := state.DoString(script); err != nil {
logger.Error("Failed to write Lua state: %v", err)
return
}
}
func updateSeenTable(state *lua.LState, seenTable lua.LValue, achievements *sync.Map, log *logger.Logger) {
func updateSeenTable(state *lua.LState, seenTable lua.LValue, achievements *sync.Map) {
achievements.Range(func(k, v any) bool {
playerName := k.(string)
state.SetField(seenTable, playerName, lua.LBool(true))
@@ -386,98 +320,3 @@ func Publish(msg NSQMessage) error {
}
return nil
}
func saveLuaFileState(path string, wg *sync.WaitGroup, allKnownPlayerNames map[string]bool) {
log := logger.Default.WithPrefix(path)
log.Info("Saving Lua state")
defer wg.Done()
}
// writeLuaTable writes a Lua table back to disk using Lua's own serialization
func writeLuaTable(path string, table *lua.LTable) error {
L := lua.NewState()
defer L.Close()
// Create a Lua function that will write our table
script := `
local function writeTable(tbl)
local file = io.open("%s", "w")
if not file then
return false, "Could not open file for writing"
end
-- Write the original file content up to our table
local original = io.open("%s", "r")
if original then
local content = original:read("*all")
original:close()
-- Find where our table starts
local startPos = content:find("Heimdall_Achievements%s*=%s*{")
if startPos then
file:write(content:sub(1, startPos-1))
end
end
-- Write our table
file:write("Heimdall_Achievements = ")
-- Use Lua's built-in table serialization
local function serialize(tbl, indent)
indent = indent or 0
local str = "{\n"
for k, v in pairs(tbl) do
str = str .. string.rep("\t", indent + 1)
if type(k) == "string" then
str = str .. string.format('["%s"] = ', k)
else
str = str .. string.format("[%s] = ", k)
end
if type(v) == "table" then
str = str .. serialize(v, indent + 1)
elseif type(v) == "string" then
str = str .. string.format('"%s"', v)
elseif type(v) == "boolean" then
str = str .. tostring(v)
else
str = str .. tostring(v)
end
str = str .. ",\n"
end
str = str .. string.rep("\t", indent) .. "}"
return str
end
file:write(serialize(tbl))
file:write("\n")
-- Write the rest of the file
if original then
local content = original:read("*all")
original:close()
-- Find where our table ends
local endPos = content:find("}%s*$")
if endPos then
file:write(content:sub(endPos))
end
end
file:close()
return true
end
return writeTable(Heimdall_Achievements)
`
// Set our table in the Lua state
L.SetGlobal("Heimdall_Achievements", table)
// Execute the script
if err := L.DoString(script); err != nil {
return fmt.Errorf("failed to write Lua table: %v", err)
}
return nil
}