90d621c195
- 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>
93 lines
2.9 KiB
Go
93 lines
2.9 KiB
Go
package server
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import (
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"music-server/internal/backend"
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"music-server/internal/logging"
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"net/http"
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"github.com/labstack/echo/v5"
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)
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type SyncHandler struct {
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}
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func NewSyncHandler() *SyncHandler {
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return &SyncHandler{}
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}
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// SyncProgress godoc
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// @Summary Get sync progress
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// @Description Returns the current sync progress or result
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// @Tags sync
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// @Accept json
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// @Produce json
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// @Success 200 {object} map[string]interface{}
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// @Router /sync/progress [get]
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func (s *SyncHandler) SyncProgress(ctx *echo.Context) error {
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if backend.Syncing {
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logging.GetLogger().Info("Getting sync progress")
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response := backend.SyncProgress()
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return ctx.JSON(http.StatusOK, response)
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}
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logging.GetLogger().Info("Getting sync result")
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response := backend.SyncResult()
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return ctx.JSON(http.StatusOK, response)
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}
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// SyncSoundtracksNewOnlyChanges godoc
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// @Summary Sync soundtracks with only changes
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// @Description Starts syncing games with only new changes
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// @Tags sync
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// @Accept json
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// @Produce json
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// @Success 200 {string} string "Start syncing soundtracks"
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// @Failure 423 {string} string "Syncing is in progress"
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// @Router /sync [get]
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func (s *SyncHandler) SyncSoundtracksNewOnlyChanges(ctx *echo.Context) error {
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if backend.Syncing {
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logging.GetLogger().Warn("Syncing is already in progress")
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return ctx.JSON(http.StatusLocked, "Syncing is in progress")
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}
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logging.GetLogger().Info("Starting sync with only changes")
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go backend.SyncSoundtracksNewOnlyChanges()
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return ctx.JSON(http.StatusOK, "Start syncing soundtracks")
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}
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// SyncSoundtracksNewFull godoc
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// @Summary Sync all games fully
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// @Description Starts a full sync of all games
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// @Tags sync
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// @Accept json
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// @Produce json
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// @Success 200 {string} string "Start syncing soundtracks full"
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// @Failure 423 {string} string "Syncing is in progress"
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// @Router /sync/full [get]
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func (s *SyncHandler) SyncSoundtracksNewFull(ctx *echo.Context) error {
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if backend.Syncing {
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logging.GetLogger().Warn("Syncing is already in progress")
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return ctx.JSON(http.StatusLocked, "Syncing is in progress")
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}
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logging.GetLogger().Info("Starting full sync")
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go backend.SyncSoundtracksNewFull()
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return ctx.JSON(http.StatusOK, "Start syncing soundtracks full")
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}
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// ResetDB godoc
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// @Summary Reset soundtracks database
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// @Description Resets the games database by deleting all games and songs
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// @Tags sync
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// @Accept json
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// @Produce json
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// @Success 200 {string} string "Soundtracks and songs are deleted from the database"
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// @Failure 423 {string} string "Syncing is in progress"
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// @Router /sync/reset [get]
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func (s *SyncHandler) ResetDB(ctx *echo.Context) error {
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if backend.Syncing {
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logging.GetLogger().Warn("Cannot reset - 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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logging.GetLogger().Info("Resetting soundtracks database")
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backend.ResetDB()
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return ctx.JSON(http.StatusOK, "Soundtracks and songs are deleted from the database")
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}
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