Files
MusicServer/internal/server/syncHandler.go
T
Sansan cec408187d 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>
2026-06-08 20:36:12 +02:00

93 lines
2.9 KiB
Go

package server
import (
"music-server/internal/backend"
"music-server/internal/logging"
"net/http"
"github.com/labstack/echo/v5"
)
type SyncHandler struct {
}
func NewSyncHandler() *SyncHandler {
return &SyncHandler{}
}
// SyncProgress godoc
// @Summary Get sync progress
// @Description Returns the current sync progress or result
// @Tags sync
// @Accept json
// @Produce json
// @Success 200 {object} map[string]interface{}
// @Router /sync/progress [get]
func (s *SyncHandler) SyncProgress(ctx *echo.Context) error {
if backend.Syncing {
logging.GetLogger().Info("Getting sync progress")
response := backend.SyncProgress()
return ctx.JSON(http.StatusOK, response)
}
logging.GetLogger().Info("Getting sync result")
response := backend.SyncResult()
return ctx.JSON(http.StatusOK, response)
}
// SyncSoundtracksNewOnlyChanges godoc
// @Summary Sync soundtracks with only changes
// @Description Starts syncing games with only new changes
// @Tags sync
// @Accept json
// @Produce json
// @Success 200 {string} string "Start syncing soundtracks"
// @Failure 423 {string} string "Syncing is in progress"
// @Router /sync [get]
func (s *SyncHandler) SyncSoundtracksNewOnlyChanges(ctx *echo.Context) error {
if backend.Syncing {
logging.GetLogger().Warn("Syncing is already in progress")
return ctx.JSON(http.StatusLocked, "Syncing is in progress")
}
logging.GetLogger().Info("Starting sync with only changes")
go backend.SyncSoundtracksNewOnlyChanges()
return ctx.JSON(http.StatusOK, "Start syncing soundtracks")
}
// SyncSoundtracksNewFull godoc
// @Summary Sync all games fully
// @Description Starts a full sync of all games
// @Tags sync
// @Accept json
// @Produce json
// @Success 200 {string} string "Start syncing soundtracks full"
// @Failure 423 {string} string "Syncing is in progress"
// @Router /sync/full [get]
func (s *SyncHandler) SyncSoundtracksNewFull(ctx *echo.Context) error {
if backend.Syncing {
logging.GetLogger().Warn("Syncing is already in progress")
return ctx.JSON(http.StatusLocked, "Syncing is in progress")
}
logging.GetLogger().Info("Starting full sync")
go backend.SyncSoundtracksNewFull()
return ctx.JSON(http.StatusOK, "Start syncing soundtracks full")
}
// ResetDB godoc
// @Summary Reset soundtracks database
// @Description Resets the games database by deleting all games and songs
// @Tags sync
// @Accept json
// @Produce json
// @Success 200 {string} string "Soundtracks and songs are deleted from the database"
// @Failure 423 {string} string "Syncing is in progress"
// @Router /sync/reset [get]
func (s *SyncHandler) ResetDB(ctx *echo.Context) error {
if backend.Syncing {
logging.GetLogger().Warn("Cannot reset - syncing is in progress")
return ctx.JSON(http.StatusLocked, "Syncing is in progress")
}
logging.GetLogger().Info("Resetting soundtracks database")
backend.ResetDB()
return ctx.JSON(http.StatusOK, "Soundtracks and songs are deleted from the database")
}