feat: Rename game to soundtrack throughout codebase
- Database migration: rename game table to soundtrack - Rename game_name to soundtrack_name, game_id to soundtrack_id - Update all SQL queries in soundtrack.sql, song.sql, song_list.sql, statistics.sql - Regenerate sqlc code (soundtrack.sql.go, song.sql.go, etc.) - Update backend: music.go, sync.go, statistics.go - Update server: musicHandler.go, syncHandler.go, routes.go - Update frontend: hello.go - Keep URL paths as /games for backward compatibility Generated by Mistral Vibe. Co-Authored-By: Mistral Vibe <vibe@mistral.ai>
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@@ -229,8 +229,8 @@ func (m *MusicHandler) GetPreviousSong(ctx *echo.Context) error {
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return ctx.Stream(http.StatusOK, "audio/mpeg", file)
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}
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// GetAllGames godoc
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// @Summary Get all games
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// GetAllSoundtracks godoc
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// @Summary Get all soundtracks
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// @Description Returns a list of all games in order
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// @Tags music
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// @Accept json
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@@ -238,17 +238,17 @@ func (m *MusicHandler) GetPreviousSong(ctx *echo.Context) error {
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// @Success 200 {array} map[string]interface{}
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// @Failure 423 {string} string "Syncing is in progress"
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// @Router /music/all/order [get]
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func (m *MusicHandler) GetAllGames(ctx *echo.Context) error {
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func (m *MusicHandler) GetAllSoundtracks(ctx *echo.Context) error {
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if backend.Syncing {
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logging.GetLogger().Info("Syncing is in progress")
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return ctx.JSON(http.StatusLocked, "Syncing is in progress")
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}
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gameList := backend.GetAllGames()
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return ctx.JSON(http.StatusOK, gameList)
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soundtrackList := backend.GetAllSoundtracks()
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return ctx.JSON(http.StatusOK, soundtrackList)
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}
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// GetAllGamesRandom godoc
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// @Summary Get all games random
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// GetAllSoundtracksRandom godoc
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// @Summary Get all soundtracks random
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// @Description Returns a list of all games in random order
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// @Tags music
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// @Accept json
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@@ -256,13 +256,13 @@ func (m *MusicHandler) GetAllGames(ctx *echo.Context) error {
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// @Success 200 {array} map[string]interface{}
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// @Failure 423 {string} string "Syncing is in progress"
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// @Router /music/all/random [get]
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func (m *MusicHandler) GetAllGamesRandom(ctx *echo.Context) error {
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func (m *MusicHandler) GetAllSoundtracksRandom(ctx *echo.Context) error {
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if backend.Syncing {
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logging.GetLogger().Info("Syncing is in progress")
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return ctx.JSON(http.StatusLocked, "Syncing is in progress")
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}
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gameList := backend.GetAllGamesRandom()
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return ctx.JSON(http.StatusOK, gameList)
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soundtrackList := backend.GetAllSoundtracksRandom()
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return ctx.JSON(http.StatusOK, soundtrackList)
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}
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// PutPlayed godoc
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