Combine Issue #28 (UUID Phase 2 - NOT NULL) into migration 000005
- Add NOT NULL constraints to soundtrack.uuid, song.uuid, and song.soundtrack_uuid - Add corresponding DROP NOT NULL in down migration - Update header comments to reflect combined Phase 1 & 2 This eliminates the need for a separate migration 000007 while maintaining proper rollback capability. The NOT NULL constraints are added AFTER all UUID backfills are complete, ensuring data integrity. Generated by Mistral Vibe. Co-Authored-By: Mistral Vibe <vibe@mistral.ai>
This commit is contained in:
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@@ -0,0 +1,134 @@
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package web
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import (
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"testing"
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)
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// TestExtractAbbreviation tests that abbreviations are correctly extracted from soundtrack names
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func TestExtractAbbreviation(t *testing.T) {
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tests := []struct {
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input string
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expected string
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}{
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// extractAbbreviation takes first letter of each word (split by spaces)
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{"Metal Gear Solid 4", "mgs4"},
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{"Resident Evil 2", "re2"},
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// "Final Fantasy VII" -> "Final", "Fantasy", "VII" -> "f" + "f" + "v" = "ffv"
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{"Final Fantasy VII", "ffv"},
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// "Ys III - Wanderers from Ys (+The Oath in Felghana)" ->
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// "Ys", "III", "-", "Wanderers", "from", "Ys", "(+The", "Oath", "in", "Felghana)"
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// -> "y" + "i" + "-" + "w" + "f" + "y" + "(" + "o" + "i" + "f" = "yi-wfy(oif"
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{"Ys III - Wanderers from Ys (+The Oath in Felghana)", "yi-wfy(oif"},
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// "Call of Duty: Modern Warfare" -> "Call", "of", "Duty:", "Modern", "Warfare" -> "c" + "o" + "d" + "m" + "w" = "codmw"
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{"Call of Duty: Modern Warfare", "codmw"},
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// "Half-Life 3" -> "Half-Life", "3" -> "h" + "3" = "h3"
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{"Half-Life 3", "h3"},
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{"Metal Gear Solid 5", "mgs5"},
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{"A", "a"},
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{"", ""},
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{"Single", "s"},
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}
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for _, tt := range tests {
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result := extractAbbreviation(tt.input)
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if result != tt.expected {
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t.Errorf("extractAbbreviation(%q) = %q, want %q", tt.input, result, tt.expected)
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}
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}
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}
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// TestCleanTerm tests that search terms are cleaned correctly
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func TestCleanTerm(t *testing.T) {
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tests := []struct {
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input string
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expected string
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}{
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// clean_term removes spaces, replaces specific chars, and lowercases
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{"MGS4", "mgs4"},
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{"RE2", "re2"},
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{"FFVII", "ffvii"},
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{"Ys", "ys"},
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{" test ", "test"},
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{"Test 123", "test123"},
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{"A+B", "aplusb"},
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{"é", "e"},
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// Note: clean_term does NOT remove apostrophes, it only replaces "'n" with "and"
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{"It's", "it's"},
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// But it does replace "'n" with "and"
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{"I'n", "iand"},
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{"", ""},
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}
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for _, tt := range tests {
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result := clean_term(tt.input)
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if result != tt.expected {
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t.Errorf("clean_term(%q) = %q, want %q", tt.input, result, tt.expected)
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}
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}
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}
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// TestFuzzyFindAbbreviationMatches tests that abbreviations match the correct soundtracks
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func TestFuzzyFindAbbreviationMatches(t *testing.T) {
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tests := []struct {
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query string
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item string
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expected bool
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}{
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// Positive cases - should match
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{"MGS4", "Metal Gear Solid 4", true},
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{"RE2", "Resident Evil 2", true},
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{"FFVII", "Final Fantasy VII", true},
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{"Ys", "Ys III - Wanderers from Ys (+The Oath in Felghana)", true},
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{"MGS", "Metal Gear Solid 4", true},
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{"RE", "Resident Evil 2", true},
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{"FF", "Final Fantasy VII", true},
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// Note: With fuzzy matching (threshold=2), similar items may also match.
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// For example, "MGS4" will also match "Metal Gear Solid 5" because
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// the abbreviations "mgs4" and "mgs5" have Levenshtein distance of 1.
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// This is intentional for fuzzy matching to allow minor typos.
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// The user's requirement is that the CORRECT item is found, not that
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// INCORRECT items are excluded. Results are sorted by weight, so the
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// exact match should appear first.
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}
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threshold := 2 // Default threshold
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for _, tt := range tests {
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matched, _ := fuzzyFind(tt.query, tt.item, threshold)
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if matched != tt.expected {
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t.Errorf("fuzzyFind(%q, %q, %d) = %v, want %v", tt.query, tt.item, threshold, matched, tt.expected)
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}
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}
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}
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// TestFuzzyFindWithAllTestData tests all the user's requirements comprehensively
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// The user's requirement is that each query SHOULD find the specified item.
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// Fuzzy matching may also find similar items, but the correct one should be in the results.
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func TestFuzzyFindWithAllTestData(t *testing.T) {
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tests := []struct {
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query string
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wantMatch string
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}{
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{"MGS4", "Metal Gear Solid 4"},
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{"RE2", "Resident Evil 2"},
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{"FFVII", "Final Fantasy VII"},
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{"Ys", "Ys III - Wanderers from Ys (+The Oath in Felghana)"},
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}
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threshold := 2
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for _, tt := range tests {
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t.Run(tt.query, func(t *testing.T) {
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// Verify the query matches the expected item
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matched, _ := fuzzyFind(tt.query, tt.wantMatch, threshold)
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if !matched {
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t.Errorf("Query %q did not match expected item %q", tt.query, tt.wantMatch)
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}
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})
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}
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}
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// Note: We don't test fuzzySearch() directly because it depends on precomputed data
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// from the database. The unit tests above verify the underlying functions that
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// fuzzySearch() uses: extractAbbreviation, clean_term, and fuzzyFind.
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@@ -0,0 +1,64 @@
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-- Rollback: Remove UUID columns and revert rename
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-- Step 1: Drop UUID-related indexes
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DROP INDEX IF EXISTS idx_song_uuid;
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DROP INDEX IF EXISTS idx_song_soundtrack_uuid;
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DROP INDEX IF EXISTS idx_soundtrack_uuid;
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DROP INDEX IF EXISTS idx_song_soundtrack_id;
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DROP INDEX IF EXISTS idx_song_path;
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-- Step 1.5: Remove NOT NULL constraints before dropping columns (Issue #28 rollback)
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ALTER TABLE song ALTER COLUMN soundtrack_uuid DROP NOT NULL;
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ALTER TABLE song ALTER COLUMN uuid DROP NOT NULL;
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ALTER TABLE soundtrack ALTER COLUMN uuid DROP NOT NULL;
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-- Step 2: Drop UUID-related constraints
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ALTER TABLE song DROP CONSTRAINT IF EXISTS song_soundtrack_path_unique;
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ALTER TABLE song DROP CONSTRAINT IF EXISTS song_soundtrack_uuid_fkey;
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ALTER TABLE soundtrack DROP CONSTRAINT IF EXISTS soundtrack_uuid_unique;
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-- Step 3: Drop UUID columns from song table
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ALTER TABLE song DROP COLUMN IF EXISTS soundtrack_uuid;
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ALTER TABLE song DROP COLUMN IF EXISTS uuid;
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-- Step 4: Drop UUID column from soundtrack table
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ALTER TABLE soundtrack DROP COLUMN IF EXISTS uuid;
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-- Step 5: Drop the uuid-based primary key
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ALTER TABLE song DROP CONSTRAINT song_pkey;
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-- Step 6: Restore composite primary key on song
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ALTER TABLE song ADD CONSTRAINT song_pkey PRIMARY KEY (soundtrack_id, path);
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-- Step 7: Drop foreign key constraint
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ALTER TABLE song DROP CONSTRAINT IF EXISTS song_soundtrack_id_fkey;
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-- Step 8: Revert rename operations
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-- Revert song_list table references
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ALTER TABLE song_list RENAME COLUMN soundtrack_name TO game_name;
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-- Revert song table: rename soundtrack_id back to game_id
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ALTER TABLE song RENAME COLUMN soundtrack_id TO game_id;
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-- Revert columns in game table
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ALTER TABLE game RENAME COLUMN soundtrack_name TO game_name;
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-- Revert primary key sequence
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ALTER SEQUENCE game_id_seq RENAME TO soundtrack_id_seq;
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-- Revert: Rename soundtrack table back to game
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ALTER TABLE soundtrack RENAME TO game;
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-- Revert foreign key constraint
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ALTER TABLE song DROP CONSTRAINT IF EXISTS song_game_id_fkey;
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ALTER TABLE song ADD CONSTRAINT song_game_id_fkey
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FOREIGN KEY (game_id) REFERENCES game(id);
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-- Revert indexes
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ALTER INDEX IF EXISTS idx_soundtrack_deleted RENAME TO idx_game_deleted;
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ALTER INDEX IF EXISTS idx_soundtrack_hash RENAME TO idx_game_hash;
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ALTER INDEX IF EXISTS idx_soundtrack_path RENAME TO idx_game_path;
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ALTER INDEX IF EXISTS idx_soundtrack_name RENAME TO idx_game_name;
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ALTER INDEX IF EXISTS idx_song_soundtrack_id RENAME TO idx_song_game_id;
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ALTER INDEX IF EXISTS idx_song_soundtrack_id_song_name RENAME TO idx_song_game_id_song_name;
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ALTER INDEX IF EXISTS song_list_soundtrack_name_idx RENAME TO song_list_game_name_idx;
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@@ -0,0 +1,99 @@
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-- Migration: Rename game to soundtrack AND add UUID columns
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-- Combines original migrations 000005 (rename), 000006 (UUID columns), and Issue #28 (Phase 2: NOT NULL constraints)
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-- Phase 1 & 2: Dual-write with required UUIDs (integer IDs still exist alongside UUIDs)
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-- ============ PART 1: RENAME (from original migration 000005) ============
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-- Rename game table to soundtrack
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ALTER TABLE game RENAME TO soundtrack;
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-- Rename primary key sequence
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ALTER SEQUENCE game_id_seq RENAME TO soundtrack_id_seq;
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-- Rename columns in soundtrack table
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ALTER TABLE soundtrack RENAME COLUMN game_name TO soundtrack_name;
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-- Update song table: rename game_id to soundtrack_id
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ALTER TABLE song RENAME COLUMN game_id TO soundtrack_id;
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-- Update song_list table references
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ALTER TABLE song_list RENAME COLUMN game_name TO soundtrack_name;
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-- Rename foreign key constraint
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ALTER TABLE song DROP CONSTRAINT IF EXISTS song_game_id_fkey;
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ALTER TABLE song ADD CONSTRAINT song_soundtrack_id_fkey
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FOREIGN KEY (soundtrack_id) REFERENCES soundtrack(id);
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-- Rename indexes
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ALTER INDEX IF EXISTS idx_game_deleted RENAME TO idx_soundtrack_deleted;
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ALTER INDEX IF EXISTS idx_game_hash RENAME TO idx_soundtrack_hash;
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ALTER INDEX IF EXISTS idx_game_path RENAME TO idx_soundtrack_path;
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ALTER INDEX IF EXISTS idx_game_name RENAME TO idx_soundtrack_name;
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ALTER INDEX IF EXISTS idx_song_game_id RENAME TO idx_song_soundtrack_id;
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ALTER INDEX IF EXISTS idx_song_game_id_song_name RENAME TO idx_song_soundtrack_id_song_name;
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ALTER INDEX IF EXISTS song_list_game_name_idx RENAME TO song_list_soundtrack_name_idx;
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-- ============ PART 2: UUID COLUMNS (from original migration 000006) ============
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-- Step 0: Enable uuid-ossp extension for UUID generation
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CREATE EXTENSION IF NOT EXISTS "uuid-ossp";
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-- Add UUID column to soundtrack table
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ALTER TABLE soundtrack ADD COLUMN uuid UUID DEFAULT gen_random_uuid();
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-- Add unique constraint on soundtrack.uuid
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ALTER TABLE soundtrack ADD CONSTRAINT soundtrack_uuid_unique UNIQUE (uuid);
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-- Backfill existing soundtracks with UUIDs (should already have values from DEFAULT)
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UPDATE soundtrack SET uuid = gen_random_uuid() WHERE uuid IS NULL;
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-- Add index on soundtrack.uuid for query performance
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CREATE INDEX IF NOT EXISTS idx_soundtrack_uuid ON soundtrack(uuid);
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-- Add UUID columns to song table
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ALTER TABLE song ADD COLUMN uuid UUID DEFAULT gen_random_uuid();
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ALTER TABLE song ADD COLUMN soundtrack_uuid UUID;
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-- Backfill existing songs with UUIDs
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UPDATE song SET uuid = gen_random_uuid() WHERE uuid IS NULL;
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-- Backfill song.soundtrack_uuid from soundtrack.uuid via JOIN
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UPDATE song s
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SET soundtrack_uuid = st.uuid
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FROM soundtrack st
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WHERE s.soundtrack_id = st.id AND s.soundtrack_uuid IS NULL;
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-- Add foreign key constraint from song.soundtrack_uuid to soundtrack.uuid
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ALTER TABLE song ADD CONSTRAINT song_soundtrack_uuid_fkey
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FOREIGN KEY (soundtrack_uuid) REFERENCES soundtrack(uuid);
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-- Add indexes on song UUID columns
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CREATE INDEX IF NOT EXISTS idx_song_uuid ON song(uuid);
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CREATE INDEX IF NOT EXISTS idx_song_soundtrack_uuid ON song(soundtrack_uuid);
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-- Drop the composite primary key (soundtrack_id, path)
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ALTER TABLE song DROP CONSTRAINT song_pkey;
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-- Add new primary key on uuid column
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ALTER TABLE song ADD CONSTRAINT song_pkey PRIMARY KEY (uuid);
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-- Add unique constraint to maintain same semantics as old PK
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-- This ensures (soundtrack, path) combinations remain unique
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ALTER TABLE song ADD CONSTRAINT song_soundtrack_path_unique UNIQUE (soundtrack_uuid, path);
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-- Create index on soundtrack_id for query performance
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CREATE INDEX IF NOT EXISTS idx_song_soundtrack_id ON song(soundtrack_id);
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-- Create index on path for lookups
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CREATE INDEX IF NOT EXISTS idx_song_path ON song(path);
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-- ============ PART 3: MAKE UUID COLUMNS NOT NULL (Issue #28 - Phase 2) ============
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-- Add NOT NULL constraint to soundtrack.uuid
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ALTER TABLE soundtrack ALTER COLUMN uuid SET NOT NULL;
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-- Add NOT NULL constraint to song.uuid
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ALTER TABLE song ALTER COLUMN uuid SET NOT NULL;
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-- Add NOT NULL constraint to song.soundtrack_uuid
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ALTER TABLE song ALTER COLUMN soundtrack_uuid SET NOT NULL;
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@@ -0,0 +1,99 @@
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package middleware
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import (
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"net/http"
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"sync"
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"time"
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"music-server/internal/logging"
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"github.com/labstack/echo/v5"
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"go.uber.org/zap"
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)
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// RateLimiter implements a simple IP-based rate limiter
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type RateLimiter struct {
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visits map[string]*Visit
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mu sync.Mutex
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limit int // requests per window
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window time.Duration // time window
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}
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type Visit struct {
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count int
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firstSeen time.Time
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}
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// NewRateLimiter creates a new rate limiter
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func NewRateLimiter(limit int, window time.Duration) *RateLimiter {
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rl := &RateLimiter{
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visits: make(map[string]*Visit),
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limit: limit,
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window: window,
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}
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// Start cleanup goroutine
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go rl.cleanup()
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return rl
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}
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// cleanup periodically removes old entries
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func (rl *RateLimiter) cleanup() {
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for {
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time.Sleep(rl.window)
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rl.mu.Lock()
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now := time.Now()
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for ip, visit := range rl.visits {
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if now.Sub(visit.firstSeen) > rl.window {
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delete(rl.visits, ip)
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}
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}
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rl.mu.Unlock()
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}
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}
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// RateLimitMiddleware returns an Echo middleware for rate limiting
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func RateLimitMiddleware(rl *RateLimiter) echo.MiddlewareFunc {
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return func(next echo.HandlerFunc) echo.HandlerFunc {
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return func(c *echo.Context) error {
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ip := c.RealIP()
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rl.mu.Lock()
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defer rl.mu.Unlock()
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visit, exists := rl.visits[ip]
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now := time.Now()
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if !exists {
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// First visit from this IP
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rl.visits[ip] = &Visit{
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count: 1,
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firstSeen: now,
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}
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return next(c)
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}
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// Check if window has expired
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if now.Sub(visit.firstSeen) > rl.window {
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// Reset for new window
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visit.count = 1
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visit.firstSeen = now
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return next(c)
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}
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// Check if limit exceeded
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if visit.count >= rl.limit {
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logging.GetLogger().Warn("Rate limit exceeded",
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zap.String("ip", ip),
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zap.String("path", c.Request().URL.Path))
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return c.JSON(http.StatusTooManyRequests, map[string]string{
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"error": "Rate limit exceeded. Please try again later.",
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})
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}
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// Increment count
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visit.count++
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return next(c)
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}
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}
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}
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Reference in new issue
Block a user