Files
wow-AchievementSniffer/main.go

484 lines
14 KiB
Go

package main
import (
"bytes"
"encoding/json"
"flag"
"fmt"
"io"
"net/http"
"os"
"path/filepath"
"strings"
"sync"
_ "embed"
logger "git.site.quack-lab.dev/dave/cylogger"
"github.com/bmatcuk/doublestar/v4"
lua "github.com/yuin/gopher-lua"
)
const nsqEndpoint = "https://nsq.site.quack-lab.dev/pub?topic=wowspy"
var debug *bool
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
func main() {
root := flag.String("root", ".", "Root workdir")
debug = flag.Bool("d", false, "Debug")
flag.Parse()
logger.InitFlag()
if *debug {
logger.SetLevel(logger.LevelDebug) // Assuming LevelDebug is the correct constant for cylogger
}
db := DB{
path: "service/data/db.db",
}
err := db.Open()
if err != nil {
logger.Error("error opening database: %v", err)
return
}
defer db.Close()
logger.Info("Root: %q", *root)
cleanedRoot := strings.Replace(*root, "~", os.Getenv("HOME"), 1)
cleanedRoot, err = filepath.Abs(cleanedRoot)
if err != nil {
logger.Error("error getting absolute path: %v", err)
return
}
cleanedRoot = filepath.Clean(cleanedRoot)
cleanedRoot = strings.TrimSuffix(cleanedRoot, "/")
logger.Info("Looking for Heimdall.lua in %q", cleanedRoot)
matches, err := doublestar.Glob(os.DirFS(cleanedRoot), "**/Heimdall.lua")
if err != nil {
logger.Error("error matching Heimdall.lua: %v", err)
return
}
logger.Info("Found %d Heimdall.lua files.", len(matches))
if len(matches) == 0 {
logger.Info("No Heimdall.lua files found. Exiting.")
return
}
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 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) {
wg := sync.WaitGroup{}
luaStates.Range(func(k, v any) bool {
path := k.(string)
state := v.(*lua.LState)
log := logger.Default.WithPrefix(path)
log.Info("Clearing existing achievements")
achievementTable := state.GetGlobal("Heimdall_Achievements")
if achievementTable.Type() != lua.LTTable {
achievementTable = &lua.LTable{}
state.SetGlobal("Heimdall_Achievements", achievementTable)
}
log.Info("Clearing existing players table")
emptyTable := &lua.LTable{}
state.SetField(achievementTable, "players", emptyTable)
log.Info("Updating seen table")
seenTable := state.GetField(achievementTable, "alreadySeen")
if seenTable.Type() != lua.LTTable {
seenTable = &lua.LTable{}
state.SetField(achievementTable, "alreadySeen", seenTable)
}
wg.Add(1)
go func() {
defer wg.Done()
updateSeenTable(state, seenTable, achievements, log)
// State itself should now be updated
}()
writeToSource(path, state)
return true
})
wg.Wait()
}
func writeToSource(path string, state *lua.LState) {
}
func updateSeenTable(state *lua.LState, seenTable lua.LValue, achievements *sync.Map, log *logger.Logger) {
achievements.Range(func(k, v any) bool {
playerName := k.(string)
state.SetField(seenTable, playerName, lua.LBool(true))
return true
})
// Debug confirmation
// seenTableLua, ok := seenTable.(*lua.LTable)
// if !ok {
// log.Error("seenTable is not a table")
// return
// }
// state.ForEach(seenTableLua, func(k, v lua.LValue) {
// log.Info("Seen: %s", k)
// })
}
func saveAchievementsToDB(db *DB, achievements *sync.Map) {
achievements.Range(func(k, v any) bool {
playerName := k.(string)
playerAchievements := v.(*[]NSQMessage)
logger.Info("Saving %d achievements for player %s", len(*playerAchievements), playerName)
for _, ach := range *playerAchievements {
Save(ach, db)
}
return true
})
}
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. 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. 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. Skipping.")
return
}
log.Info("Iterating over players")
counter := 0
playersTable.ForEach(func(playerNameLua lua.LValue, playerAchievementsLua lua.LValue) {
currentPlayerName := playerNameLua.String()
playerAchievements, _ := achievements.LoadOrStore(currentPlayerName, &[]NSQMessage{})
playerAchievementsSlice := playerAchievements.(*[]NSQMessage)
achievementsTableLua, ok := playerAchievementsLua.(*lua.LTable)
if !ok {
log.Error("Achievements for player %s is not a table. Skipping achievements for this player.", currentPlayerName)
return
}
achievementsTableLua.ForEach(func(_ lua.LValue, achievementDataLua lua.LValue) {
achievementTable, ok := achievementDataLua.(*lua.LTable)
if !ok {
log.Error("Achievement data for player %s is not a table. Skipping this achievement.", currentPlayerName)
return
}
currentAchievement := NSQMessage{Name: currentPlayerName}
idVal := achievementTable.RawGetString("id")
if idVal.Type() == lua.LTNumber {
currentAchievement.ID = lua.LVAsString(idVal)
} else if idVal.Type() == lua.LTString {
currentAchievement.ID = idVal.String()
} else {
log.Warning("Missing or invalid 'id' (expected number or string) for achievement for player %s.", currentPlayerName)
}
dateVal := achievementTable.RawGetString("date")
if dateVal.Type() == lua.LTString {
currentAchievement.Date = dateVal.String()
} else {
log.Warning("Missing or invalid 'date' (expected string) for achievement for player %s.", currentPlayerName)
}
completedVal := achievementTable.RawGetString("completed")
if completedVal.Type() == lua.LTBool {
currentAchievement.Completed = lua.LVAsBool(completedVal)
} else {
log.Warning("Missing or invalid 'completed' (expected boolean) for achievement for player %s.", currentPlayerName)
}
if currentAchievement.ID != "" { // Ensure we have at least an ID before adding
// Will this change be reflected in the map...?
*playerAchievementsSlice = append(*playerAchievementsSlice, currentAchievement)
}
counter++
if counter%2000 == 0 {
log.Info("Processed %d achievements", counter)
}
})
})
log.Info("Processed %d achievements", counter)
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 NsqWorker(wg *sync.WaitGroup, messages <-chan NSQMessage) { // Changed to read-only channel
defer wg.Done()
for msg := range messages {
err := Publish(msg)
if err != nil {
logger.Warning("error publishing message for player %s, achievement ID %s: %v", msg.Name, msg.ID, err)
// Optionally, add retry logic or dead-letter queue here
continue
}
logger.Debug("Successfully published achievement for %s: ID %s", msg.Name, msg.ID)
}
}
func Publish(msg NSQMessage) error {
data := bytes.Buffer{}
err := json.NewEncoder(&data).Encode(msg)
if err != nil {
return err // Error encoding JSON
}
resp, err := http.Post(nsqEndpoint, "application/json", &data)
if err != nil {
return err // Error making HTTP POST request
}
defer resp.Body.Close() // Ensure body is closed
if resp.StatusCode != http.StatusOK {
// Read body for more details if not OK
bodyBytes, readErr := io.ReadAll(resp.Body)
if readErr != nil {
logger.Warning("Failed to read error response body from NSQ: %v", readErr)
}
return fmt.Errorf("nsq publish failed: status code %d, body: %s", resp.StatusCode, string(bodyBytes))
}
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
}