49acc4d9e2
- Move reaction handlers to the ReactionAdded event instead of ProxyService - Split tag matching off into ProxyTagParser - Split autoproxy matching off into Autoproxier - General cleanup and simplification
196 lines
8.9 KiB
C#
196 lines
8.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Dapper;
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using Microsoft.Extensions.Caching.Memory;
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using Serilog;
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namespace PluralKit.Core
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{
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public class ProxyCache
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{
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// We can NOT depend on IDataStore as that creates a cycle, since it needs access to call the invalidation methods
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private IMemoryCache _cache;
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private DbConnectionFactory _db;
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private ILogger _logger;
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public ProxyCache(IMemoryCache cache, DbConnectionFactory db, ILogger logger)
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{
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_cache = cache;
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_db = db;
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_logger = logger;
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}
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public Task InvalidateSystem(PKSystem system) => InvalidateSystem(system.Id);
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public void InvalidateAccounts(IEnumerable<ulong> accounts)
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{
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foreach (var account in accounts)
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_cache.Remove(KeyForAccount(account));
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}
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public void InvalidateDeletedSystem(int systemId, IEnumerable<ulong> accounts)
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{
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// Used when the system's already removed so we can't look up accounts
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// We assume the account list is saved already somewhere and can be passed here (which is the case in Store)
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_cache.Remove(KeyForSystem(systemId));
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InvalidateAccounts(accounts);
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}
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public async Task InvalidateSystem(int systemId)
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{
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if (_cache.TryGetValue<CachedAccount>(KeyForSystem(systemId), out var systemCache))
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{
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// If we have the system cached here, just invalidate for all the accounts we have in the cache
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_logger.Debug("Invalidating cache for system {System} and accounts {Accounts}", systemId, systemCache.Accounts);
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_cache.Remove(KeyForSystem(systemId));
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foreach (var account in systemCache.Accounts)
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_cache.Remove(KeyForAccount(account));
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return;
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}
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// If we don't, look up the accounts from the database and invalidate *those*
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_cache.Remove(KeyForSystem(systemId));
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using var conn = await _db.Obtain();
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var accounts = (await conn.QueryAsync<ulong>("select uid from accounts where system = @System", new {System = systemId})).ToArray();
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_logger.Debug("Invalidating cache for system {System} and accounts {Accounts}", systemId, accounts);
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foreach (var account in accounts)
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_cache.Remove(KeyForAccount(account));
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}
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public void InvalidateGuild(ulong guild)
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{
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_logger.Debug("Invalidating cache for guild {Guild}", guild);
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_cache.Remove(KeyForGuild(guild));
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}
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public async Task<GuildConfig> GetGuildDataCached(ulong guild)
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{
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if (_cache.TryGetValue<GuildConfig>(KeyForGuild(guild), out var item))
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{
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_logger.Verbose("Cache hit for guild {Guild}", guild);
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return item;
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}
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// When changing this, also see PostgresDataStore::GetOrCreateGuildConfig
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using var conn = await _db.Obtain();
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_logger.Verbose("Cache miss for guild {Guild}", guild);
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var guildConfig = (await conn.QuerySingleOrDefaultAsync<PostgresDataStore.DatabaseCompatibleGuildConfig>(
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"insert into servers (id) values (@Id) on conflict do nothing; select * from servers where id = @Id",
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new {Id = guild})).Into();
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_cache.CreateEntry(KeyForGuild(guild))
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.SetValue(guildConfig)
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.SetSlidingExpiration(TimeSpan.FromMinutes(5))
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.SetAbsoluteExpiration(TimeSpan.FromMinutes(30))
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.Dispose(); // Don't ask, but this *saves* the entry. Somehow.
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return guildConfig;
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}
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public async Task<CachedAccount> GetAccountDataCached(ulong account)
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{
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if (_cache.TryGetValue<CachedAccount>(KeyForAccount(account), out var item))
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{
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_logger.Verbose("Cache hit for account {Account}", account);
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return item;
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}
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_logger.Verbose("Cache miss for account {Account}", account);
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var data = await GetAccountData(account);
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if (data == null)
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{
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_logger.Debug("Cached data for account {Account} (no system)", account);
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// If we didn't find any value, set a pretty long expiry and the value to null
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_cache.CreateEntry(KeyForAccount(account))
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.SetValue(null)
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.SetSlidingExpiration(TimeSpan.FromMinutes(5))
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.SetAbsoluteExpiration(TimeSpan.FromHours(1))
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.Dispose(); // Don't ask, but this *saves* the entry. Somehow.
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return null;
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}
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// If we *did* find the value, cache it for *every account in the system* with a shorter expiry
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_logger.Debug("Cached data for system {System} and accounts {Account}", data.System.Id, data.Accounts);
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foreach (var linkedAccount in data.Accounts)
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{
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_cache.CreateEntry(KeyForAccount(linkedAccount))
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.SetValue(data)
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.SetSlidingExpiration(TimeSpan.FromMinutes(5))
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.SetAbsoluteExpiration(TimeSpan.FromMinutes(20))
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.Dispose(); // Don't ask, but this *saves* the entry. Somehow.
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// And also do it for the system itself so we can look up by that
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_cache.CreateEntry(KeyForSystem(data.System.Id))
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.SetValue(data)
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.SetSlidingExpiration(TimeSpan.FromMinutes(5))
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.SetAbsoluteExpiration(TimeSpan.FromMinutes(20))
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.Dispose(); // Don't ask, but this *saves* the entry. Somehow.
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}
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return data;
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}
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private async Task<CachedAccount> GetAccountData(ulong account)
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{
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using var conn = await _db.Obtain();
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// Doing this as two queries instead of a two-step join to avoid sending duplicate rows for the system over the network for each member
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// This *may* be less efficient, haven't done too much stuff about this but having the system ID saved is very useful later on
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var system = await conn.QuerySingleOrDefaultAsync<PKSystem>("select systems.* from accounts inner join systems on systems.id = accounts.system where accounts.uid = @Account", new { Account = account });
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if (system == null) return null; // No system = no members = no cache value
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// Fetches:
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// - List of accounts in the system
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// - List of members in the system
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// - List of guild settings for the system (for every guild)
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// - List of guild settings for each member (for every guild)
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// I'm slightly worried the volume of guild settings will get too much, but for simplicity reasons I decided
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// against caching them individually per-guild, since I can't imagine they'll be edited *that* much
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var result = await conn.QueryMultipleAsync(@"
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select uid from accounts where system = @System;
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select * from members where system = @System;
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select * from system_guild where system = @System;
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select member_guild.* from members inner join member_guild on member_guild.member = members.id where members.system = @System;
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", new {System = system.Id});
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return new CachedAccount
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{
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System = system,
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Accounts = (await result.ReadAsync<ulong>()).ToArray(),
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Members = (await result.ReadAsync<PKMember>()).ToArray(),
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SystemGuild = (await result.ReadAsync<SystemGuildSettings>()).ToArray(),
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MemberGuild = (await result.ReadAsync<MemberGuildSettings>()).ToArray()
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};
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}
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private string KeyForAccount(ulong account) => $"_account_cache_{account}";
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private string KeyForSystem(int system) => $"_system_cache_{system}";
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private string KeyForGuild(ulong guild) => $"_guild_cache_{guild}";
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}
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public class CachedAccount
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{
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public PKSystem System;
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public PKMember[] Members;
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public SystemGuildSettings[] SystemGuild;
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public MemberGuildSettings[] MemberGuild;
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public ulong[] Accounts;
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public SystemGuildSettings SettingsForGuild(ulong guild) =>
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// O(n) lookup since n is small (max ~100 in prod) and we're more constrained by memory (for a dictionary) here
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SystemGuild.FirstOrDefault(s => s.Guild == guild) ?? new SystemGuildSettings();
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public MemberGuildSettings SettingsForMemberGuild(int memberId, ulong guild) =>
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MemberGuild.FirstOrDefault(m => m.Member == memberId && m.Guild == guild) ?? new MemberGuildSettings();
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}
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} |