stash/internal/manager/task_generate_sprite.go
WithoutPants f69bd8a94f
Restructure go project (#2356)
* Move main to cmd
* Move api to internal
* Move logger and manager to internal
* Move shell hiding code to separate package
* Decouple job from desktop and utils
* Decouple session from config
* Move static into internal
* Decouple config from dlna
* Move desktop to internal
* Move dlna to internal
* Decouple remaining packages from config
* Move config into internal
* Move jsonschema and paths to models
* Make ffmpeg functions private
* Move file utility methods into fsutil package
* Move symwalk into fsutil
* Move single-use util functions into client package
* Move slice functions to separate packages
* Add env var to suppress windowsgui arg
* Move hash functions into separate package
* Move identify to internal
* Move autotag to internal
* Touch UI when generating backend
2022-03-17 11:33:59 +11:00

65 lines
1.7 KiB
Go

package manager
import (
"context"
"fmt"
"github.com/stashapp/stash/pkg/fsutil"
"github.com/stashapp/stash/pkg/logger"
"github.com/stashapp/stash/pkg/models"
)
type GenerateSpriteTask struct {
Scene models.Scene
Overwrite bool
fileNamingAlgorithm models.HashAlgorithm
}
func (t *GenerateSpriteTask) GetDescription() string {
return fmt.Sprintf("Generating sprites for %s", t.Scene.Path)
}
func (t *GenerateSpriteTask) Start(ctx context.Context) {
if !t.Overwrite && !t.required() {
return
}
ffprobe := instance.FFProbe
videoFile, err := ffprobe.NewVideoFile(t.Scene.Path, false)
if err != nil {
logger.Errorf("error reading video file: %s", err.Error())
return
}
sceneHash := t.Scene.GetHash(t.fileNamingAlgorithm)
imagePath := instance.Paths.Scene.GetSpriteImageFilePath(sceneHash)
vttPath := instance.Paths.Scene.GetSpriteVttFilePath(sceneHash)
generator, err := NewSpriteGenerator(*videoFile, sceneHash, imagePath, vttPath, 9, 9)
if err != nil {
logger.Errorf("error creating sprite generator: %s", err.Error())
return
}
generator.Overwrite = t.Overwrite
if err := generator.Generate(); err != nil {
logger.Errorf("error generating sprite: %s", err.Error())
return
}
}
// required returns true if the sprite needs to be generated
func (t GenerateSpriteTask) required() bool {
sceneHash := t.Scene.GetHash(t.fileNamingAlgorithm)
return !t.doesSpriteExist(sceneHash)
}
func (t *GenerateSpriteTask) doesSpriteExist(sceneChecksum string) bool {
if sceneChecksum == "" {
return false
}
imageExists, _ := fsutil.FileExists(instance.Paths.Scene.GetSpriteImageFilePath(sceneChecksum))
vttExists, _ := fsutil.FileExists(instance.Paths.Scene.GetSpriteVttFilePath(sceneChecksum))
return imageExists && vttExists
}