增加有优雅的持久化管道,提高上传速度与抗打断机制

This commit is contained in:
ayflying
2025-09-02 18:16:55 +08:00
parent 299ba0b93e
commit e1f1bea0e7
2 changed files with 88 additions and 30 deletions

View File

@@ -24,6 +24,8 @@ var (
Name = "game_act"
ActList = gset.New(true)
RunTimeMax *gtime.Time
addChan chan *entity.GameAct
updateChan chan *entity.GameAct
)
type sGameAct struct {
@@ -294,19 +296,26 @@ func (s *sGameAct) SavesV2() (err error) {
RunTimeMax = gtime.Now().Add(time.Minute * 30)
//cacheKey := fmt.Sprintf("act:%v:*", actId)
var add = make([]*entity.GameAct, 0)
var update = make([]*entity.GameAct, 0)
//循环获取缓存数据
err = tools.Redis.RedisScanV2("act:*", func(keys []string) (err error) {
for _, key := range keys {
//格式化数据
err = s.SaveV2(ctx, key, add, update)
//持久化数据
err = s.Cache2Sql(ctx, add, update)
}
return err
})
addChan = make(chan *entity.GameAct, 1000)
updateChan = make(chan *entity.GameAct, 1000)
go func() {
//循环获取缓存数据
err = tools.Redis.RedisScanV2("act:*", func(keys []string) (err error) {
for _, key := range keys {
//格式化数据
err = s.SaveV2(ctx, key)
}
return err
})
//关闭通道
close(addChan)
close(updateChan)
}()
// 启动缓存数据到数据库通道
s.Cache2SqlChan(ctx)
return
}
@@ -320,7 +329,7 @@ func (s *sGameAct) SavesV2() (err error) {
// @param add []*entity.GameAct: 添加数据
// @param update []*entity.GameAct: 更新数据
// @return err error: 返回错误信息
func (s *sGameAct) SaveV2(ctx context.Context, cacheKey string, add, update []*entity.GameAct) (err error) {
func (s *sGameAct) SaveV2(ctx context.Context, cacheKey string) (err error) {
result := strings.Split(cacheKey, ":")
actId := gconv.Int(result[1])
@@ -359,20 +368,27 @@ func (s *sGameAct) SaveV2(ctx context.Context, cacheKey string, add, update []*e
g.Log().Errorf(ctx, "当前数据错误: %v", cacheKey)
return
}
//如果没有数据,添加
actionData := cacheGet.String()
if data == nil {
add = append(add, &entity.GameAct{
//add = append(add, &entity.GameAct{
// ActId: actId,
// Uid: uid,
// Action: actionData,
//})
addChan <- &entity.GameAct{
ActId: actId,
Uid: uid,
Action: actionData,
})
}
} else {
//覆盖数据
data.ActId = actId
data.Uid = uid
data.Action = actionData
update = append(update, data)
//update = append(update, data)
updateChan <- data
}
return
@@ -385,10 +401,10 @@ func (s *sGameAct) SaveV2(ctx context.Context, cacheKey string, add, update []*e
// @param add []*entity.GameAct: 添加数据
// @param update []*entity.GameAct: 更新数据
// @return err error: 返回错误信息
func (s *sGameAct) Cache2Sql(ctx context.Context, add, update []*entity.GameAct) (err error) {
func (s *sGameAct) Cache2Sql(ctx context.Context, add, update []*entity.GameAct) {
//批量写入数据库
updateCount := 0
if len(update) > 100 {
if len(update) > 0 {
for _, v := range update {
v.UpdatedAt = gtime.Now()
updateRes, err2 := g.Model(Name).Where(do.GameAct{
@@ -399,25 +415,20 @@ func (s *sGameAct) Cache2Sql(ctx context.Context, add, update []*entity.GameAct)
g.Log().Error(ctx, err2)
continue
}
if row, _ := updateRes.RowsAffected(); row == 0 {
g.Log().Error(ctx, "本次更新为0更新数据失败: %v", v)
continue
}
//删除缓存
go s.DelCacheKey(ctx, v.ActId, v.Uid)
s.DelCacheKey(ctx, v.ActId, v.Uid)
updateCount++
update = make([]*entity.GameAct, 0)
}
g.Log().Debugf(ctx, "act当前更新数据库: %v 条", updateCount)
update = make([]*entity.GameAct, 0)
update = (update)[:0]
}
var addCount int64
if len(add) > 100 {
if len(add) > 0 {
for _, v := range add {
addRes, err2 := g.Model(Name).Data(v).Insert()
if err2 != nil {
@@ -430,14 +441,61 @@ func (s *sGameAct) Cache2Sql(ctx context.Context, add, update []*entity.GameAct)
}
addCount++
//删除缓存
go s.DelCacheKey(ctx, v.ActId, v.Uid)
s.DelCacheKey(ctx, v.ActId, v.Uid)
}
g.Log().Debugf(ctx, "act当前写入数据库: %v 条", addCount)
add = make([]*entity.GameAct, 0)
add = (add)[:0]
}
return
}
// Cache2SqlChan 缓存持久化到数据库
// @Description: 缓存持久化到数据库
// @receiver s *sGameAct: 游戏活动服务结构体指针
// @param ctx context.Context: 上下文对象
func (s *sGameAct) Cache2SqlChan(ctx context.Context) {
//批量写入数据库
updateCount := 0
for v := range updateChan {
v.UpdatedAt = gtime.Now()
updateRes, err2 := g.Model(Name).Where(do.GameAct{
Uid: v.Uid,
ActId: v.ActId,
}).Data(v).Update()
if err2 != nil {
g.Log().Error(ctx, err2)
continue
}
if row, _ := updateRes.RowsAffected(); row == 0 {
g.Log().Error(ctx, "本次更新为0更新数据失败: %v", v)
continue
}
//删除缓存
s.DelCacheKey(ctx, v.ActId, v.Uid)
updateCount++
}
g.Log().Debugf(ctx, "act当前更新数据库: %v 条", updateCount)
var addCount int64
for v := range addChan {
addRes, err2 := g.Model(Name).Data(v).Insert()
if err2 != nil {
g.Log().Error(ctx, err2)
continue
}
if row, _ := addRes.RowsAffected(); row == 0 {
g.Log().Error(ctx, "本次新增为0新增数据失败: %v", v)
continue
}
addCount++
//删除缓存
s.DelCacheKey(ctx, v.ActId, v.Uid)
}
g.Log().Debugf(ctx, "act当前写入数据库: %v 条", addCount)
return
}
// 删除缓存key
func (s *sGameAct) DelCacheKey(ctx context.Context, aid int, uid int64) {
cacheKey := fmt.Sprintf("act:%v:%v", aid, uid)

View File

@@ -63,7 +63,7 @@ type (
// @param add []*entity.GameAct: 添加数据
// @param update []*entity.GameAct: 更新数据
// @return err error: 返回错误信息
SaveV2(ctx context.Context, cacheKey string, add []*entity.GameAct, update []*entity.GameAct) (err error)
SaveV2(ctx context.Context, cacheKey string) (err error)
// Cache2Sql 缓存持久化到数据库
// @Description: 缓存持久化到数据库
// @receiver s *sGameAct: 游戏活动服务结构体指针
@@ -71,7 +71,7 @@ type (
// @param add []*entity.GameAct: 添加数据
// @param update []*entity.GameAct: 更新数据
// @return err error: 返回错误信息
Cache2Sql(ctx context.Context, add []*entity.GameAct, update []*entity.GameAct) (err error)
Cache2Sql(ctx context.Context, add []*entity.GameAct, update []*entity.GameAct)
// 删除缓存key
DelCacheKey(ctx context.Context, aid int, uid int64)
// 清空GetRedDot缓存