mirror of
https://github.com/stashapp/stash.git
synced 2025-12-25 01:34:41 +01:00
Fix make generate-dataloaders and the extra time import
This commit is contained in:
parent
3a232b1d6c
commit
1bcf2e262c
4 changed files with 67 additions and 62 deletions
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@ -17,9 +17,9 @@
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//go:generate go run github.com/vektah/dataloaden CustomFieldsLoader int github.com/stashapp/stash/pkg/models.CustomFieldMap
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//go:generate go run github.com/vektah/dataloaden SceneOCountLoader int int
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//go:generate go run github.com/vektah/dataloaden ScenePlayCountLoader int int
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//go:generate go run github.com/vektah/dataloaden SceneOHistoryLoader int []time.Time
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//go:generate go run github.com/vektah/dataloaden ScenePlayHistoryLoader int []time.Time
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//go:generate go run github.com/vektah/dataloaden SceneLastPlayedLoader int *time.Time
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//go:generate go run github.com/vektah/dataloaden SceneOHistoryLoader int []Time
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//go:generate go run github.com/vektah/dataloaden ScenePlayHistoryLoader int []Time
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//go:generate go run github.com/vektah/dataloaden SceneLastPlayedLoader int *Time
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package loaders
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import (
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@ -30,6 +30,11 @@ import (
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"github.com/stashapp/stash/pkg/models"
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)
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// Work around bug in dataloaden https://github.com/vektah/dataloaden/issues/54
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type Time struct {
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time.Time
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}
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type contextKey struct{ name string }
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var (
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@ -10,7 +10,7 @@ import (
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// SceneLastPlayedLoaderConfig captures the config to create a new SceneLastPlayedLoader
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type SceneLastPlayedLoaderConfig struct {
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// Fetch is a method that provides the data for the loader
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Fetch func(keys []int) ([]*time.Time, []error)
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Fetch func(keys []int) ([]*Time, []error)
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// Wait is how long wait before sending a batch
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Wait time.Duration
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@ -31,7 +31,7 @@ func NewSceneLastPlayedLoader(config SceneLastPlayedLoaderConfig) *SceneLastPlay
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// SceneLastPlayedLoader batches and caches requests
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type SceneLastPlayedLoader struct {
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// this method provides the data for the loader
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fetch func(keys []int) ([]*time.Time, []error)
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fetch func(keys []int) ([]*Time, []error)
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// how long to done before sending a batch
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wait time.Duration
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@ -42,7 +42,7 @@ type SceneLastPlayedLoader struct {
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// INTERNAL
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// lazily created cache
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cache map[int]*time.Time
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cache map[int]*Time
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// the current batch. keys will continue to be collected until timeout is hit,
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// then everything will be sent to the fetch method and out to the listeners
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@ -54,25 +54,25 @@ type SceneLastPlayedLoader struct {
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type sceneLastPlayedLoaderBatch struct {
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keys []int
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data []*time.Time
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data []*Time
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error []error
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closing bool
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done chan struct{}
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}
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// Load a Time by key, batching and caching will be applied automatically
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func (l *SceneLastPlayedLoader) Load(key int) (*time.Time, error) {
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func (l *SceneLastPlayedLoader) Load(key int) (*Time, error) {
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return l.LoadThunk(key)()
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}
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// LoadThunk returns a function that when called will block waiting for a Time.
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// This method should be used if you want one goroutine to make requests to many
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// different data loaders without blocking until the thunk is called.
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func (l *SceneLastPlayedLoader) LoadThunk(key int) func() (*time.Time, error) {
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func (l *SceneLastPlayedLoader) LoadThunk(key int) func() (*Time, error) {
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l.mu.Lock()
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if it, ok := l.cache[key]; ok {
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l.mu.Unlock()
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return func() (*time.Time, error) {
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return func() (*Time, error) {
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return it, nil
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}
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}
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@ -83,10 +83,10 @@ func (l *SceneLastPlayedLoader) LoadThunk(key int) func() (*time.Time, error) {
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pos := batch.keyIndex(l, key)
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l.mu.Unlock()
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return func() (*time.Time, error) {
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return func() (*Time, error) {
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<-batch.done
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var data *time.Time
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var data *Time
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if pos < len(batch.data) {
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data = batch.data[pos]
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}
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@ -111,14 +111,14 @@ func (l *SceneLastPlayedLoader) LoadThunk(key int) func() (*time.Time, error) {
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// LoadAll fetches many keys at once. It will be broken into appropriate sized
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// sub batches depending on how the loader is configured
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func (l *SceneLastPlayedLoader) LoadAll(keys []int) ([]*time.Time, []error) {
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results := make([]func() (*time.Time, error), len(keys))
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func (l *SceneLastPlayedLoader) LoadAll(keys []int) ([]*Time, []error) {
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results := make([]func() (*Time, error), len(keys))
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for i, key := range keys {
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results[i] = l.LoadThunk(key)
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}
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times := make([]*time.Time, len(keys))
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times := make([]*Time, len(keys))
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errors := make([]error, len(keys))
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for i, thunk := range results {
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times[i], errors[i] = thunk()
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@ -129,13 +129,13 @@ func (l *SceneLastPlayedLoader) LoadAll(keys []int) ([]*time.Time, []error) {
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// LoadAllThunk returns a function that when called will block waiting for a Times.
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// This method should be used if you want one goroutine to make requests to many
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// different data loaders without blocking until the thunk is called.
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func (l *SceneLastPlayedLoader) LoadAllThunk(keys []int) func() ([]*time.Time, []error) {
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results := make([]func() (*time.Time, error), len(keys))
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func (l *SceneLastPlayedLoader) LoadAllThunk(keys []int) func() ([]*Time, []error) {
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results := make([]func() (*Time, error), len(keys))
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for i, key := range keys {
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results[i] = l.LoadThunk(key)
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}
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return func() ([]*time.Time, []error) {
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times := make([]*time.Time, len(keys))
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return func() ([]*Time, []error) {
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times := make([]*Time, len(keys))
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errors := make([]error, len(keys))
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for i, thunk := range results {
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times[i], errors[i] = thunk()
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@ -147,7 +147,7 @@ func (l *SceneLastPlayedLoader) LoadAllThunk(keys []int) func() ([]*time.Time, [
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// Prime the cache with the provided key and value. If the key already exists, no change is made
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// and false is returned.
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// (To forcefully prime the cache, clear the key first with loader.clear(key).prime(key, value).)
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func (l *SceneLastPlayedLoader) Prime(key int, value *time.Time) bool {
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func (l *SceneLastPlayedLoader) Prime(key int, value *Time) bool {
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l.mu.Lock()
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var found bool
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if _, found = l.cache[key]; !found {
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@ -167,9 +167,9 @@ func (l *SceneLastPlayedLoader) Clear(key int) {
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l.mu.Unlock()
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}
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func (l *SceneLastPlayedLoader) unsafeSet(key int, value *time.Time) {
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func (l *SceneLastPlayedLoader) unsafeSet(key int, value *Time) {
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if l.cache == nil {
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l.cache = map[int]*time.Time{}
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l.cache = map[int]*Time{}
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}
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l.cache[key] = value
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}
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@ -10,7 +10,7 @@ import (
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// SceneOHistoryLoaderConfig captures the config to create a new SceneOHistoryLoader
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type SceneOHistoryLoaderConfig struct {
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// Fetch is a method that provides the data for the loader
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Fetch func(keys []int) ([][]time.Time, []error)
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Fetch func(keys []int) ([][]Time, []error)
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// Wait is how long wait before sending a batch
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Wait time.Duration
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@ -31,7 +31,7 @@ func NewSceneOHistoryLoader(config SceneOHistoryLoaderConfig) *SceneOHistoryLoad
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// SceneOHistoryLoader batches and caches requests
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type SceneOHistoryLoader struct {
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// this method provides the data for the loader
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fetch func(keys []int) ([][]time.Time, []error)
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fetch func(keys []int) ([][]Time, []error)
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// how long to done before sending a batch
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wait time.Duration
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@ -42,7 +42,7 @@ type SceneOHistoryLoader struct {
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// INTERNAL
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// lazily created cache
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cache map[int][]time.Time
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cache map[int][]Time
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// the current batch. keys will continue to be collected until timeout is hit,
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// then everything will be sent to the fetch method and out to the listeners
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@ -54,25 +54,25 @@ type SceneOHistoryLoader struct {
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type sceneOHistoryLoaderBatch struct {
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keys []int
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data [][]time.Time
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data [][]Time
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error []error
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closing bool
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done chan struct{}
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}
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// Load a Time by key, batching and caching will be applied automatically
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func (l *SceneOHistoryLoader) Load(key int) ([]time.Time, error) {
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func (l *SceneOHistoryLoader) Load(key int) ([]Time, error) {
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return l.LoadThunk(key)()
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}
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// LoadThunk returns a function that when called will block waiting for a Time.
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// This method should be used if you want one goroutine to make requests to many
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// different data loaders without blocking until the thunk is called.
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func (l *SceneOHistoryLoader) LoadThunk(key int) func() ([]time.Time, error) {
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func (l *SceneOHistoryLoader) LoadThunk(key int) func() ([]Time, error) {
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l.mu.Lock()
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if it, ok := l.cache[key]; ok {
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l.mu.Unlock()
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return func() ([]time.Time, error) {
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return func() ([]Time, error) {
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return it, nil
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}
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}
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@ -83,10 +83,10 @@ func (l *SceneOHistoryLoader) LoadThunk(key int) func() ([]time.Time, error) {
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pos := batch.keyIndex(l, key)
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l.mu.Unlock()
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return func() ([]time.Time, error) {
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return func() ([]Time, error) {
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<-batch.done
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var data []time.Time
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var data []Time
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if pos < len(batch.data) {
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data = batch.data[pos]
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}
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@ -111,14 +111,14 @@ func (l *SceneOHistoryLoader) LoadThunk(key int) func() ([]time.Time, error) {
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// LoadAll fetches many keys at once. It will be broken into appropriate sized
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// sub batches depending on how the loader is configured
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func (l *SceneOHistoryLoader) LoadAll(keys []int) ([][]time.Time, []error) {
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results := make([]func() ([]time.Time, error), len(keys))
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func (l *SceneOHistoryLoader) LoadAll(keys []int) ([][]Time, []error) {
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results := make([]func() ([]Time, error), len(keys))
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for i, key := range keys {
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results[i] = l.LoadThunk(key)
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}
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times := make([][]time.Time, len(keys))
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times := make([][]Time, len(keys))
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errors := make([]error, len(keys))
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for i, thunk := range results {
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times[i], errors[i] = thunk()
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@ -129,13 +129,13 @@ func (l *SceneOHistoryLoader) LoadAll(keys []int) ([][]time.Time, []error) {
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// LoadAllThunk returns a function that when called will block waiting for a Times.
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// This method should be used if you want one goroutine to make requests to many
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// different data loaders without blocking until the thunk is called.
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func (l *SceneOHistoryLoader) LoadAllThunk(keys []int) func() ([][]time.Time, []error) {
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results := make([]func() ([]time.Time, error), len(keys))
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func (l *SceneOHistoryLoader) LoadAllThunk(keys []int) func() ([][]Time, []error) {
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results := make([]func() ([]Time, error), len(keys))
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for i, key := range keys {
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results[i] = l.LoadThunk(key)
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}
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return func() ([][]time.Time, []error) {
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times := make([][]time.Time, len(keys))
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return func() ([][]Time, []error) {
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times := make([][]Time, len(keys))
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errors := make([]error, len(keys))
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for i, thunk := range results {
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times[i], errors[i] = thunk()
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@ -147,13 +147,13 @@ func (l *SceneOHistoryLoader) LoadAllThunk(keys []int) func() ([][]time.Time, []
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// Prime the cache with the provided key and value. If the key already exists, no change is made
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// and false is returned.
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// (To forcefully prime the cache, clear the key first with loader.clear(key).prime(key, value).)
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func (l *SceneOHistoryLoader) Prime(key int, value []time.Time) bool {
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func (l *SceneOHistoryLoader) Prime(key int, value []Time) bool {
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l.mu.Lock()
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var found bool
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if _, found = l.cache[key]; !found {
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// make a copy when writing to the cache, its easy to pass a pointer in from a loop var
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// and end up with the whole cache pointing to the same value.
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cpy := make([]time.Time, len(value))
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cpy := make([]Time, len(value))
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copy(cpy, value)
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l.unsafeSet(key, cpy)
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}
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@ -168,9 +168,9 @@ func (l *SceneOHistoryLoader) Clear(key int) {
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l.mu.Unlock()
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}
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func (l *SceneOHistoryLoader) unsafeSet(key int, value []time.Time) {
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func (l *SceneOHistoryLoader) unsafeSet(key int, value []Time) {
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if l.cache == nil {
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l.cache = map[int][]time.Time{}
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l.cache = map[int][]Time{}
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}
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l.cache[key] = value
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}
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@ -10,7 +10,7 @@ import (
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// ScenePlayHistoryLoaderConfig captures the config to create a new ScenePlayHistoryLoader
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type ScenePlayHistoryLoaderConfig struct {
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// Fetch is a method that provides the data for the loader
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Fetch func(keys []int) ([][]time.Time, []error)
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Fetch func(keys []int) ([][]Time, []error)
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// Wait is how long wait before sending a batch
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Wait time.Duration
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@ -31,7 +31,7 @@ func NewScenePlayHistoryLoader(config ScenePlayHistoryLoaderConfig) *ScenePlayHi
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// ScenePlayHistoryLoader batches and caches requests
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type ScenePlayHistoryLoader struct {
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// this method provides the data for the loader
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fetch func(keys []int) ([][]time.Time, []error)
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fetch func(keys []int) ([][]Time, []error)
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// how long to done before sending a batch
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wait time.Duration
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@ -42,7 +42,7 @@ type ScenePlayHistoryLoader struct {
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// INTERNAL
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// lazily created cache
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cache map[int][]time.Time
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cache map[int][]Time
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// the current batch. keys will continue to be collected until timeout is hit,
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// then everything will be sent to the fetch method and out to the listeners
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@ -54,25 +54,25 @@ type ScenePlayHistoryLoader struct {
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type scenePlayHistoryLoaderBatch struct {
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keys []int
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data [][]time.Time
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data [][]Time
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error []error
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closing bool
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done chan struct{}
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}
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// Load a Time by key, batching and caching will be applied automatically
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func (l *ScenePlayHistoryLoader) Load(key int) ([]time.Time, error) {
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func (l *ScenePlayHistoryLoader) Load(key int) ([]Time, error) {
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return l.LoadThunk(key)()
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}
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// LoadThunk returns a function that when called will block waiting for a Time.
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// This method should be used if you want one goroutine to make requests to many
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// different data loaders without blocking until the thunk is called.
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func (l *ScenePlayHistoryLoader) LoadThunk(key int) func() ([]time.Time, error) {
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func (l *ScenePlayHistoryLoader) LoadThunk(key int) func() ([]Time, error) {
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l.mu.Lock()
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if it, ok := l.cache[key]; ok {
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l.mu.Unlock()
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return func() ([]time.Time, error) {
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return func() ([]Time, error) {
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return it, nil
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}
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}
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@ -83,10 +83,10 @@ func (l *ScenePlayHistoryLoader) LoadThunk(key int) func() ([]time.Time, error)
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pos := batch.keyIndex(l, key)
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l.mu.Unlock()
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return func() ([]time.Time, error) {
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return func() ([]Time, error) {
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<-batch.done
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var data []time.Time
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var data []Time
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if pos < len(batch.data) {
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data = batch.data[pos]
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}
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@ -111,14 +111,14 @@ func (l *ScenePlayHistoryLoader) LoadThunk(key int) func() ([]time.Time, error)
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// LoadAll fetches many keys at once. It will be broken into appropriate sized
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// sub batches depending on how the loader is configured
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func (l *ScenePlayHistoryLoader) LoadAll(keys []int) ([][]time.Time, []error) {
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results := make([]func() ([]time.Time, error), len(keys))
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func (l *ScenePlayHistoryLoader) LoadAll(keys []int) ([][]Time, []error) {
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results := make([]func() ([]Time, error), len(keys))
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for i, key := range keys {
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results[i] = l.LoadThunk(key)
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}
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times := make([][]time.Time, len(keys))
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times := make([][]Time, len(keys))
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errors := make([]error, len(keys))
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for i, thunk := range results {
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times[i], errors[i] = thunk()
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@ -129,13 +129,13 @@ func (l *ScenePlayHistoryLoader) LoadAll(keys []int) ([][]time.Time, []error) {
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// LoadAllThunk returns a function that when called will block waiting for a Times.
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// This method should be used if you want one goroutine to make requests to many
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// different data loaders without blocking until the thunk is called.
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func (l *ScenePlayHistoryLoader) LoadAllThunk(keys []int) func() ([][]time.Time, []error) {
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results := make([]func() ([]time.Time, error), len(keys))
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func (l *ScenePlayHistoryLoader) LoadAllThunk(keys []int) func() ([][]Time, []error) {
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results := make([]func() ([]Time, error), len(keys))
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for i, key := range keys {
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results[i] = l.LoadThunk(key)
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}
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return func() ([][]time.Time, []error) {
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times := make([][]time.Time, len(keys))
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return func() ([][]Time, []error) {
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times := make([][]Time, len(keys))
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errors := make([]error, len(keys))
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for i, thunk := range results {
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times[i], errors[i] = thunk()
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@ -147,13 +147,13 @@ func (l *ScenePlayHistoryLoader) LoadAllThunk(keys []int) func() ([][]time.Time,
|
|||
// Prime the cache with the provided key and value. If the key already exists, no change is made
|
||||
// and false is returned.
|
||||
// (To forcefully prime the cache, clear the key first with loader.clear(key).prime(key, value).)
|
||||
func (l *ScenePlayHistoryLoader) Prime(key int, value []time.Time) bool {
|
||||
func (l *ScenePlayHistoryLoader) Prime(key int, value []Time) bool {
|
||||
l.mu.Lock()
|
||||
var found bool
|
||||
if _, found = l.cache[key]; !found {
|
||||
// make a copy when writing to the cache, its easy to pass a pointer in from a loop var
|
||||
// and end up with the whole cache pointing to the same value.
|
||||
cpy := make([]time.Time, len(value))
|
||||
cpy := make([]Time, len(value))
|
||||
copy(cpy, value)
|
||||
l.unsafeSet(key, cpy)
|
||||
}
|
||||
|
|
@ -168,9 +168,9 @@ func (l *ScenePlayHistoryLoader) Clear(key int) {
|
|||
l.mu.Unlock()
|
||||
}
|
||||
|
||||
func (l *ScenePlayHistoryLoader) unsafeSet(key int, value []time.Time) {
|
||||
func (l *ScenePlayHistoryLoader) unsafeSet(key int, value []Time) {
|
||||
if l.cache == nil {
|
||||
l.cache = map[int][]time.Time{}
|
||||
l.cache = map[int][]Time{}
|
||||
}
|
||||
l.cache[key] = value
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue