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3 changed files with 246020 additions and 144 deletions

245843
Heimdall.lua Normal file

File diff suppressed because it is too large Load Diff

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@@ -65,7 +65,7 @@ var whitelistedAchievements = map[string]bool{
"12448": true,
}
func Save(message *NSQMessage, db *DB) error {
func Save(message NSQMessage, db *DB) error {
_, ok := whitelistedAchievements[message.ID]
if !ok {
logger.Debug("Received message for non-whitelisted achievement %s", message.ID)

319
main.go
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@@ -26,7 +26,6 @@ var nsqWorkers = 32
var allPlayersAchievementsGlobal = make(map[string][]NSQMessage) // PlayerName -> list of all their achievements
var allPlayerNamesGlobal = make(map[string]bool) // Set of all player names
var globalDataMutex = &sync.Mutex{}
func main() {
root := flag.String("root", ".", "Root workdir")
@@ -68,136 +67,215 @@ func main() {
logger.Info("No Heimdall.lua files found. Exiting.")
return
}
// matches = matches[:1]
// --- 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()
for i, match := range matches {
matches[i] = filepath.Join(cleanedRoot, match)
}
wgSave := sync.WaitGroup{}
wgSave.Add(1)
luaStates := loadLuaStates(matches)
achievements := loadAchievements(luaStates)
wg := sync.WaitGroup{}
wg.Add(1)
// We can save the achievements to the database while doing something else unrelated
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()
defer wg.Done()
saveAchievementsToDB(&db, achievements)
}()
saveAchievementsToSourceFiles(luaStates, achievements)
wg.Wait()
}
// --- 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)
// }
func saveAchievementsToSourceFiles(luaStates *sync.Map, achievements *sync.Map) {
wg := sync.WaitGroup{}
luaStates.Range(func(k, v any) bool {
path := k.(string)
state := v.(*lua.LState)
log := logger.Default.WithPrefix(path)
// 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 updateLuaFileState(filepath.Join(cleanedRoot, match), &wgPass2, allPlayerNamesGlobal)
log.Info("Clearing existing achievements")
achievementTable := state.GetGlobal("Heimdall_Achievements")
if achievementTable.Type() != lua.LTTable {
achievementTable = &lua.LTable{}
state.SetGlobal("Heimdall_Achievements", achievementTable)
}
wgPass2.Wait()
logger.Info("Finished Pass 2: Lua states updated where applicable.")
} else {
logger.Info("Skipping Pass 2 as no players were found globally.")
}
log.Info("Clearing existing players table")
emptyTable := &lua.LTable{}
state.SetField(achievementTable, "players", emptyTable)
// wgNsqWorkers.Wait() // Wait for all NSQ messages to be processed
wgSave.Wait()
logger.Info("All NSQ workers finished. Program complete.")
log.Info("Updating seen table")
seenTable := state.GetField(achievementTable, "alreadySeen")
if seenTable.Type() != lua.LTTable {
seenTable = &lua.LTable{}
state.SetField(achievementTable, "alreadySeen", seenTable)
}
fixSource(path, achievements)
return true
})
wg.Wait()
}
// Helper function to count total achievements for debugging
func countTotalAchievements(achMap map[string][]NSQMessage) int {
count := 0
for _, achList := range achMap {
count += len(achList)
}
return count
}
func loadAchievements(path string, wg *sync.WaitGroup) {
func fixSource(path string, achievements *sync.Map) {
log := logger.Default.WithPrefix(path)
log.Info("Extracting achievements")
defer wg.Done()
L := lua.NewState()
defer L.Close()
filestat, err := os.Stat(path)
log.Info("Reading source file")
fileContent, err := os.ReadFile(path)
if err != nil {
log.Error("error getting file stats: %v", err)
logger.Error("Failed to read file: %v", err)
return
}
log.Info("File size: %.2f MB", float64(filestat.Size())/1024/1024)
strContent := string(fileContent)
log.Info("Read %d bytes", len(strContent))
log.Info("Running Lua file")
if err := L.DoFile(path); err != nil {
log.Error("error executing Lua file %q: %v", path, err)
strContent = removeAchievements(strContent)
log.Info("Removed achievements, now %d bytes", len(strContent))
strContent = addAlreadySeen(strContent, achievements)
log.Info("Added alreadySeen, now %d bytes", len(strContent))
log.Info("Writing file")
err = os.WriteFile(path, []byte(strContent), 0644)
if err != nil {
logger.Error("Failed to write file: %v", err)
return
}
log.Info("Done")
}
func removeAchievements(sourceContent string) string {
lines := strings.Split(sourceContent, "\n")
writeIndex := 0
isInPlayers := false
for _, line := range lines {
if strings.HasPrefix(line, "\t[\"players\"] = {") {
isInPlayers = true
lines[writeIndex] = line
writeIndex++
continue
}
if isInPlayers && strings.HasPrefix(line, "\t}") {
isInPlayers = false
lines[writeIndex] = line
writeIndex++
continue
}
if !isInPlayers {
lines[writeIndex] = line
writeIndex++
}
}
return strings.Join(lines[:writeIndex], "\n")
}
func addAlreadySeen(strContent string, achievements *sync.Map) string {
lines := strings.Split(strContent, "\n")
modifiedLines := make([]string, 0, len(lines))
for _, line := range lines {
if strings.HasPrefix(line, "\t[\"alreadySeen\"] = {") {
modifiedLines = append(modifiedLines, line)
achievements.Range(func(k, v any) bool {
logger.Trace("Adding alreadySeen for %s", k)
playerName := k.(string)
modifiedLines = append(modifiedLines, fmt.Sprintf("\t\t[\"%s\"] = true,", playerName))
return true
})
continue
}
modifiedLines = append(modifiedLines, line)
}
return strings.Join(modifiedLines, "\n")
}
func saveAchievementsToDB(db *DB, 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)
}
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 {
wg := sync.WaitGroup{}
fileLuaStates := &sync.Map{}
for _, match := range matches {
wg.Add(1)
go func(path string) {
defer wg.Done()
log := logger.Default.WithPrefix(path)
L := lua.NewState()
filestat, err := os.Stat(match)
if err != nil {
log.Error("error getting file stats: %v", err)
return
}
log.Info("File size: %.2f MB", float64(filestat.Size())/1024/1024)
log.Info("Running Lua file")
if err := L.DoFile(path); err != nil {
log.Error("error executing Lua file %q: %v", path, err)
return
}
log.Info("Lua file loaded")
fileLuaStates.Store(match, L)
}(match)
}
wg.Wait()
return fileLuaStates
}
func loadAchievements(luaStates *sync.Map) *sync.Map {
achievements := &sync.Map{}
wg := sync.WaitGroup{}
luaStates.Range(func(path, state any) bool {
wg.Add(1)
go func(path string, state *lua.LState) {
log := logger.Default.WithPrefix(path)
defer wg.Done()
// We directly mutate achievements to avoid reducing and mapping later on
// Removing 1 off of the x of the O(xn)
loadStateAchievements(state, log, achievements)
}(path.(string), state.(*lua.LState))
return true
})
wg.Wait()
return achievements
}
func loadStateAchievements(L *lua.LState, log *logger.Logger, achievements *sync.Map) {
log.Info("Getting Heimdall_Achievements")
heimdallAchievements := L.GetGlobal("Heimdall_Achievements")
if heimdallAchievements.Type() == lua.LTNil {
log.Warning("Heimdall_Achievements not found in %q. Skipping file.", path)
log.Warning("Heimdall_Achievements not found. Skipping file.")
return
}
log.Info("Getting players table")
playersTableLua := L.GetField(heimdallAchievements, "players")
if playersTableLua.Type() == lua.LTNil {
log.Info("'players' table is nil in Heimdall_Achievements in %q. No player data to extract.", path)
log.Info("'players' table is nil in Heimdall_Achievements. No player data to extract.")
return
}
log.Info("Casting players table")
playersTable, ok := playersTableLua.(*lua.LTable)
if !ok {
log.Warning("'players' field in Heimdall_Achievements is not a table in %q (type: %s). Skipping.", path, playersTableLua.Type().String())
log.Warning("'players' field in Heimdall_Achievements is not a table. Skipping.")
return
}
var filePlayerAchievements []NSQMessage
var filePlayerNames = make(map[string]bool)
log.Info("Iterating over players")
counter := 0
playersTable.ForEach(func(playerNameLua lua.LValue, playerAchievementsLua lua.LValue) {
currentPlayerName := playerNameLua.String()
filePlayerNames[currentPlayerName] = true // Track name
playerAchievements, _ := achievements.LoadOrStore(currentPlayerName, &[]NSQMessage{})
playerAchievementsSlice := playerAchievements.(*[]NSQMessage)
achievementsTableLua, ok := playerAchievementsLua.(*lua.LTable)
if !ok {
@@ -238,7 +316,8 @@ func loadAchievements(path string, wg *sync.WaitGroup) {
}
if currentAchievement.ID != "" { // Ensure we have at least an ID before adding
filePlayerAchievements = append(filePlayerAchievements, currentAchievement)
// Will this change be reflected in the map...?
*playerAchievementsSlice = append(*playerAchievementsSlice, currentAchievement)
}
counter++
@@ -248,59 +327,13 @@ func loadAchievements(path string, wg *sync.WaitGroup) {
})
})
log.Info("Processed %d achievements", counter)
if len(filePlayerAchievements) > 0 || len(filePlayerNames) > 0 {
globalDataMutex.Lock()
for _, ach := range filePlayerAchievements {
allPlayersAchievementsGlobal[ach.Name] = append(allPlayersAchievementsGlobal[ach.Name], ach)
}
for name := range filePlayerNames {
allPlayerNamesGlobal[name] = true
}
globalDataMutex.Unlock()
log.Info("Players in file: %d. Achievements in file: %d.", len(filePlayerNames), len(filePlayerAchievements))
} else {
log.Info("No player data or names extracted")
}
achievements.Range(func(key, value any) bool {
log.Trace("Player: %s, Achievements: %d", key, len(*value.(*[]NSQMessage)))
return true
})
}
// updateLuaFileState is for Pass 2
func updateLuaFileState(path string, wg *sync.WaitGroup, allKnownPlayerNames map[string]bool) {
log := logger.Default.WithPrefix(filepath.Base(path))
log.Info("Updating Lua state")
defer wg.Done()
L := lua.NewState()
defer L.Close()
if err := L.DoFile(path); err != nil {
log.Error("error executing Lua file %q: %v. Cannot update its state.", path, err)
return
}
heimdallAchievementsVal := L.GetGlobal("Heimdall_Achievements")
if heimdallAchievementsVal.Type() == lua.LTNil {
log.Warning("Heimdall_Achievements not found in %q after script execution. Cannot set 'alreadySeen' or clear 'players'.", path)
return
}
heimdallAchievementsTable, ok := heimdallAchievementsVal.(*lua.LTable)
if !ok {
log.Warning("Heimdall_Achievements in %q is not a table (type: %s). Cannot update.", path, heimdallAchievementsVal.Type().String())
return
}
luaAlreadySeen := L.NewTable()
for name := range allKnownPlayerNames {
luaAlreadySeen.RawSetString(name, lua.LTrue)
}
L.SetField(heimdallAchievementsTable, "alreadySeen", luaAlreadySeen)
log.Debug("Set Heimdall_Achievements.alreadySeen for %q with %d total player names.", path, len(allKnownPlayerNames))
L.SetField(heimdallAchievementsTable, "players", L.NewTable())
log.Debug("Cleared Heimdall_Achievements.players for %q.", path)
}
func NsqWorker(wg *sync.WaitGroup, messages <-chan NSQMessage) { // Changed to read-only channel
defer wg.Done()
for msg := range messages {