stash/internal/api/loaders/scenelastplayedloader_gen.go
WithoutPants a303446bb7
Scene play and o-counter history view and editing (#4532)
Co-authored-by: randemgame <61895715+randemgame@users.noreply.github.com>
2024-02-22 11:28:18 +11:00

222 lines
5.7 KiB
Go

// Code generated by github.com/vektah/dataloaden, DO NOT EDIT.
package loaders
import (
"sync"
"time"
)
// SceneLastPlayedLoaderConfig captures the config to create a new SceneLastPlayedLoader
type SceneLastPlayedLoaderConfig struct {
// Fetch is a method that provides the data for the loader
Fetch func(keys []int) ([]*time.Time, []error)
// Wait is how long wait before sending a batch
Wait time.Duration
// MaxBatch will limit the maximum number of keys to send in one batch, 0 = not limit
MaxBatch int
}
// NewSceneLastPlayedLoader creates a new SceneLastPlayedLoader given a fetch, wait, and maxBatch
func NewSceneLastPlayedLoader(config SceneLastPlayedLoaderConfig) *SceneLastPlayedLoader {
return &SceneLastPlayedLoader{
fetch: config.Fetch,
wait: config.Wait,
maxBatch: config.MaxBatch,
}
}
// SceneLastPlayedLoader batches and caches requests
type SceneLastPlayedLoader struct {
// this method provides the data for the loader
fetch func(keys []int) ([]*time.Time, []error)
// how long to done before sending a batch
wait time.Duration
// this will limit the maximum number of keys to send in one batch, 0 = no limit
maxBatch int
// INTERNAL
// lazily created cache
cache map[int]*time.Time
// the current batch. keys will continue to be collected until timeout is hit,
// then everything will be sent to the fetch method and out to the listeners
batch *sceneLastPlayedLoaderBatch
// mutex to prevent races
mu sync.Mutex
}
type sceneLastPlayedLoaderBatch struct {
keys []int
data []*time.Time
error []error
closing bool
done chan struct{}
}
// Load a Time by key, batching and caching will be applied automatically
func (l *SceneLastPlayedLoader) Load(key int) (*time.Time, error) {
return l.LoadThunk(key)()
}
// LoadThunk returns a function that when called will block waiting for a Time.
// This method should be used if you want one goroutine to make requests to many
// different data loaders without blocking until the thunk is called.
func (l *SceneLastPlayedLoader) LoadThunk(key int) func() (*time.Time, error) {
l.mu.Lock()
if it, ok := l.cache[key]; ok {
l.mu.Unlock()
return func() (*time.Time, error) {
return it, nil
}
}
if l.batch == nil {
l.batch = &sceneLastPlayedLoaderBatch{done: make(chan struct{})}
}
batch := l.batch
pos := batch.keyIndex(l, key)
l.mu.Unlock()
return func() (*time.Time, error) {
<-batch.done
var data *time.Time
if pos < len(batch.data) {
data = batch.data[pos]
}
var err error
// its convenient to be able to return a single error for everything
if len(batch.error) == 1 {
err = batch.error[0]
} else if batch.error != nil {
err = batch.error[pos]
}
if err == nil {
l.mu.Lock()
l.unsafeSet(key, data)
l.mu.Unlock()
}
return data, err
}
}
// LoadAll fetches many keys at once. It will be broken into appropriate sized
// sub batches depending on how the loader is configured
func (l *SceneLastPlayedLoader) LoadAll(keys []int) ([]*time.Time, []error) {
results := make([]func() (*time.Time, error), len(keys))
for i, key := range keys {
results[i] = l.LoadThunk(key)
}
times := make([]*time.Time, len(keys))
errors := make([]error, len(keys))
for i, thunk := range results {
times[i], errors[i] = thunk()
}
return times, errors
}
// LoadAllThunk returns a function that when called will block waiting for a Times.
// This method should be used if you want one goroutine to make requests to many
// different data loaders without blocking until the thunk is called.
func (l *SceneLastPlayedLoader) LoadAllThunk(keys []int) func() ([]*time.Time, []error) {
results := make([]func() (*time.Time, error), len(keys))
for i, key := range keys {
results[i] = l.LoadThunk(key)
}
return func() ([]*time.Time, []error) {
times := make([]*time.Time, len(keys))
errors := make([]error, len(keys))
for i, thunk := range results {
times[i], errors[i] = thunk()
}
return times, errors
}
}
// 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 *SceneLastPlayedLoader) Prime(key int, value *time.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 := *value
l.unsafeSet(key, &cpy)
}
l.mu.Unlock()
return !found
}
// Clear the value at key from the cache, if it exists
func (l *SceneLastPlayedLoader) Clear(key int) {
l.mu.Lock()
delete(l.cache, key)
l.mu.Unlock()
}
func (l *SceneLastPlayedLoader) unsafeSet(key int, value *time.Time) {
if l.cache == nil {
l.cache = map[int]*time.Time{}
}
l.cache[key] = value
}
// keyIndex will return the location of the key in the batch, if its not found
// it will add the key to the batch
func (b *sceneLastPlayedLoaderBatch) keyIndex(l *SceneLastPlayedLoader, key int) int {
for i, existingKey := range b.keys {
if key == existingKey {
return i
}
}
pos := len(b.keys)
b.keys = append(b.keys, key)
if pos == 0 {
go b.startTimer(l)
}
if l.maxBatch != 0 && pos >= l.maxBatch-1 {
if !b.closing {
b.closing = true
l.batch = nil
go b.end(l)
}
}
return pos
}
func (b *sceneLastPlayedLoaderBatch) startTimer(l *SceneLastPlayedLoader) {
time.Sleep(l.wait)
l.mu.Lock()
// we must have hit a batch limit and are already finalizing this batch
if b.closing {
l.mu.Unlock()
return
}
l.batch = nil
l.mu.Unlock()
b.end(l)
}
func (b *sceneLastPlayedLoaderBatch) end(l *SceneLastPlayedLoader) {
b.data, b.error = l.fetch(b.keys)
close(b.done)
}