[bugfix/chore] Refactor timeline code (#1656)

* start poking timelines

* OK yes we're refactoring, but it's nothing like the last time so don't worry

* more fiddling

* update tests, simplify Get

* thanks linter, you're the best, mwah mwah kisses

* do a bit more tidying up

* start buggering about with the prepare function

* fix little oopsie

* start merging lists into 1

* ik heb een heel zwaar leven
nee nee echt waar

* hey it works we did it reddit

* regenerate swagger docs

* tidy up a wee bit

* adjust paging

* fix little error, remove unused functions
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tobi 2023-04-06 13:43:13 +02:00 committed by GitHub
commit 3510454768
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22 changed files with 1319 additions and 1365 deletions

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@ -20,7 +20,7 @@ package timeline
import (
"container/list"
"context"
"errors"
"fmt"
)
type indexedItems struct {
@ -33,53 +33,87 @@ type indexedItemsEntry struct {
boostOfID string
accountID string
boostOfAccountID string
prepared Preparable
}
// WARNING: ONLY CALL THIS FUNCTION IF YOU ALREADY HAVE
// A LOCK ON THE TIMELINE CONTAINING THIS INDEXEDITEMS!
func (i *indexedItems) insertIndexed(ctx context.Context, newEntry *indexedItemsEntry) (bool, error) {
// Lazily init indexed items.
if i.data == nil {
i.data = &list.List{}
i.data.Init()
}
// if we have no entries yet, this is both the newest and oldest entry, so just put it in the front
if i.data.Len() == 0 {
// We have no entries yet, meaning this is both the
// newest + oldest entry, so just put it in the front.
i.data.PushFront(newEntry)
return true, nil
}
var insertMark *list.Element
var position int
// We need to iterate through the index to make sure we put this item in the appropriate place according to when it was created.
// We also need to make sure we're not inserting a duplicate item -- this can happen sometimes and it's not nice UX (*shudder*).
var (
insertMark *list.Element
currentPosition int
)
// We need to iterate through the index to make sure we put
// this item in the appropriate place according to its id.
// We also need to make sure we're not inserting a duplicate
// item -- this can happen sometimes and it's sucky UX.
for e := i.data.Front(); e != nil; e = e.Next() {
position++
currentPosition++
entry, ok := e.Value.(*indexedItemsEntry)
if !ok {
return false, errors.New("insertIndexed: could not parse e as an indexedItemsEntry")
}
currentEntry := e.Value.(*indexedItemsEntry) //nolint:forcetypeassert
skip, err := i.skipInsert(ctx, newEntry.itemID, newEntry.accountID, newEntry.boostOfID, newEntry.boostOfAccountID, entry.itemID, entry.accountID, entry.boostOfID, entry.boostOfAccountID, position)
if err != nil {
return false, err
}
if skip {
// Check if we need to skip inserting this item based on
// the current item.
//
// For example, if the new item is a boost, and the current
// item is the original, we may not want to insert the boost
// if it would appear very shortly after the original.
if skip, err := i.skipInsert(
ctx,
newEntry.itemID,
newEntry.accountID,
newEntry.boostOfID,
newEntry.boostOfAccountID,
currentEntry.itemID,
currentEntry.accountID,
currentEntry.boostOfID,
currentEntry.boostOfAccountID,
currentPosition,
); err != nil {
return false, fmt.Errorf("insertIndexed: error calling skipInsert: %w", err)
} else if skip {
// We don't need to insert this at all,
// so we can safely bail.
return false, nil
}
// if the item to index is newer than e, insert it before e in the list
if insertMark == nil {
if newEntry.itemID > entry.itemID {
insertMark = e
}
if insertMark != nil {
// We already found our mark.
continue
}
if currentEntry.itemID > newEntry.itemID {
// We're still in items newer than
// the one we're trying to insert.
continue
}
// We found our spot!
insertMark = e
}
if insertMark != nil {
i.data.InsertBefore(newEntry, insertMark)
if insertMark == nil {
// We looked through the whole timeline and didn't find
// a mark, so the new item is the oldest item we've seen;
// insert it at the back.
i.data.PushBack(newEntry)
return true, nil
}
// if we reach this point it's the oldest item we've seen so put it at the back
i.data.PushBack(newEntry)
i.data.InsertBefore(newEntry, insertMark)
return true, nil
}