fix(clock): dedup tasks lock bug removal
This commit is contained in:
@@ -12,6 +12,7 @@ acts.
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"""
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"""
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from datetime import timedelta
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from datetime import timedelta
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from uuid import uuid4
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from asgiref.sync import async_to_sync
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from asgiref.sync import async_to_sync
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from channels.layers import get_channel_layer
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from channels.layers import get_channel_layer
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@@ -30,13 +31,20 @@ HEARTBEAT_INTERVAL_SECONDS = 1
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# One chain ticks every event with the game enabled - this lock keeps a
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# One chain ticks every event with the game enabled - this lock keeps a
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# second chain from starting underneath an already-running one (e.g. two
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# second chain from starting underneath an already-running one (e.g. two
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# EventGame saves close together). Refreshed every tick, wide enough that a
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# EventGame saves close together). Refreshed every tick, wide enough that a
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# single slow tick doesn't let a second chain slip in.
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# single slow tick doesn't let a second chain slip in. The lock holds the
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# chain id: if it expires anyway (worker down/restarted for a few seconds) and
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# a new chain starts, the old one stops at its next tick (instead of both
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# ticking forever).
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HEARTBEAT_LOCK_KEY = "clock:heartbeat:lock"
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HEARTBEAT_LOCK_KEY = "clock:heartbeat:lock"
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HEARTBEAT_LOCK_TIMEOUT_SECONDS = HEARTBEAT_INTERVAL_SECONDS * 5
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HEARTBEAT_LOCK_TIMEOUT_SECONDS = HEARTBEAT_INTERVAL_SECONDS * 5
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@task
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@task
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def clock_heartbeat_task():
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def clock_heartbeat_task(chain_id: str):
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if cache.get(HEARTBEAT_LOCK_KEY) != chain_id:
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# Another chain owns the lock (or it expired), stop this one
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return
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event_games = list(
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event_games = list(
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EventGame.objects.filter(game__path="clock", enabled=True).select_related(
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EventGame.objects.filter(game__path="clock", enabled=True).select_related(
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"event"
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"event"
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@@ -46,7 +54,8 @@ def clock_heartbeat_task():
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if not event_games:
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if not event_games:
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# Nothing left to tick - let the chain die. start_clock_heartbeat()
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# Nothing left to tick - let the chain die. start_clock_heartbeat()
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# starts a fresh one next time an event enables the game.
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# starts a fresh one next time an event enables the game.
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cache.delete(HEARTBEAT_LOCK_KEY)
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if cache.get(HEARTBEAT_LOCK_KEY) == chain_id:
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cache.delete(HEARTBEAT_LOCK_KEY)
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return
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return
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channel_layer = get_channel_layer()
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channel_layer = get_channel_layer()
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@@ -67,13 +76,14 @@ def clock_heartbeat_task():
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},
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},
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)
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)
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cache.set(HEARTBEAT_LOCK_KEY, 1, timeout=HEARTBEAT_LOCK_TIMEOUT_SECONDS)
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cache.set(HEARTBEAT_LOCK_KEY, chain_id, timeout=HEARTBEAT_LOCK_TIMEOUT_SECONDS)
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clock_heartbeat_task.using(
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clock_heartbeat_task.using(
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run_after=timezone.now() + timedelta(seconds=HEARTBEAT_INTERVAL_SECONDS)
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run_after=timezone.now() + timedelta(seconds=HEARTBEAT_INTERVAL_SECONDS)
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).enqueue()
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).enqueue(chain_id)
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def start_clock_heartbeat():
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def start_clock_heartbeat():
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"""Enqueues the heartbeat chain, unless one is already running."""
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"""Enqueues the heartbeat chain, unless one is already running."""
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if cache.add(HEARTBEAT_LOCK_KEY, 1, timeout=HEARTBEAT_LOCK_TIMEOUT_SECONDS):
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chain_id = uuid4().hex
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clock_heartbeat_task.enqueue()
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if cache.add(HEARTBEAT_LOCK_KEY, chain_id, timeout=HEARTBEAT_LOCK_TIMEOUT_SECONDS):
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clock_heartbeat_task.enqueue(chain_id)
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@@ -0,0 +1,57 @@
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from unittest import mock
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from django.core.cache import cache
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from django.test import TestCase, override_settings
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from events.models import Event
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from games.models import EventGame, Game
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from .tasks import HEARTBEAT_LOCK_KEY, clock_heartbeat_task, start_clock_heartbeat
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LOCMEM_CACHE = {"default": {"BACKEND": "django.core.cache.backends.locmem.LocMemCache"}}
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@override_settings(CACHES=LOCMEM_CACHE)
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@mock.patch("clock.tasks.get_channel_layer")
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class ClockHeartbeatTests(TestCase):
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def setUp(self):
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cache.clear()
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event = Event.objects.create(name="Event", path="event")
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clock = Game.objects.create(name="Clock", path="clock", custom_path=True)
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self.event_game = EventGame.objects.create(event=event, game=clock)
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cache.clear() # post_save signal can start a chain
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@mock.patch("clock.tasks.clock_heartbeat_task")
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def test_only_one_chain_is_started(self, task, _):
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start_clock_heartbeat()
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start_clock_heartbeat()
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task.enqueue.assert_called_once_with(cache.get(HEARTBEAT_LOCK_KEY))
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def test_owning_chain_reschedules_itself(self, channel_layer):
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channel_layer.return_value.group_send = mock.AsyncMock()
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cache.set(HEARTBEAT_LOCK_KEY, "chain")
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with mock.patch("clock.tasks.clock_heartbeat_task") as patched:
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clock_heartbeat_task.call("chain")
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patched.using.return_value.enqueue.assert_called_once_with("chain")
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channel_layer.return_value.group_send.assert_awaited_once()
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self.assertEqual(cache.get(HEARTBEAT_LOCK_KEY), "chain")
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def test_superseded_chain_stops(self, channel_layer):
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cache.set(HEARTBEAT_LOCK_KEY, "new-chain")
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with mock.patch("clock.tasks.clock_heartbeat_task") as patched:
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clock_heartbeat_task.call("old-chain")
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patched.using.assert_not_called()
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channel_layer.assert_not_called()
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self.assertEqual(cache.get(HEARTBEAT_LOCK_KEY), "new-chain")
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def test_chain_dies_and_releases_lock_when_game_disabled(self, _):
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EventGame.objects.filter(pk=self.event_game.pk).update(enabled=False)
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cache.set(HEARTBEAT_LOCK_KEY, "chain")
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with mock.patch("clock.tasks.clock_heartbeat_task") as patched:
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clock_heartbeat_task.call("chain")
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patched.using.assert_not_called()
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self.assertIsNone(cache.get(HEARTBEAT_LOCK_KEY))
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@@ -40,7 +40,7 @@ class GameAdmin(admin.ModelAdmin):
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game_ids = list(
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game_ids = list(
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queryset.filter(steam_app_id__isnull=False).values_list("id", flat=True)
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queryset.filter(steam_app_id__isnull=False).values_list("id", flat=True)
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)
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)
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refresh_steam_games_task.enqueue(game_ids=game_ids, reschedule=False)
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refresh_steam_games_task.enqueue(game_ids=game_ids)
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self.message_user(
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self.message_user(
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request, f"Queued Steam store refresh for {len(game_ids)} game(s)."
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request, f"Queued Steam store refresh for {len(game_ids)} game(s)."
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)
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)
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@@ -1,4 +1,5 @@
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from datetime import timedelta
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from datetime import timedelta
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from uuid import uuid4
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from django.conf import settings
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from django.conf import settings
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from django.core.cache import cache
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from django.core.cache import cache
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@@ -10,7 +11,9 @@ from .services.steam_store import refresh_steam_games
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# Set while a periodic refresh is queued, so there's only ever one loop running,
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# Set while a periodic refresh is queued, so there's only ever one loop running,
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# whatever the number of workers/containers trying to start it. It expires on
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# whatever the number of workers/containers trying to start it. It expires on
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# its own if the loop dies (worker killed mid-job, Redis queue flushed, ...),
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# its own if the loop dies (worker killed mid-job, Redis queue flushed, ...),
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# letting the next schedule_steam_refresh() start a new one.
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# letting the next schedule_steam_refresh() start a new one. The guard holds the
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# loop id, so if it expires while the old loop is just late, the old one stops
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# at its next run (instead of 2 loops running side by side).
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STEAM_REFRESH_GUARD_KEY = "games:steam_refresh:scheduled"
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STEAM_REFRESH_GUARD_KEY = "games:steam_refresh:scheduled"
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@@ -25,28 +28,34 @@ def _guard_timeout() -> int:
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def schedule_steam_refresh() -> bool:
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def schedule_steam_refresh() -> bool:
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"""Start the periodic refresh loop right away, unless one is already queued.
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"""Start the periodic refresh loop right away, unless one is already queued.
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Safe to call from anywhere, any number of times."""
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Safe to call from anywhere, any number of times."""
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if not cache.add(STEAM_REFRESH_GUARD_KEY, 1, timeout=_guard_timeout()):
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loop_id = uuid4().hex
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if not cache.add(STEAM_REFRESH_GUARD_KEY, loop_id, timeout=_guard_timeout()):
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return False
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return False
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refresh_steam_games_task.enqueue()
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refresh_steam_games_task.enqueue(loop_id=loop_id)
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return True
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return True
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@task
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@task
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def refresh_steam_games_task(
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def refresh_steam_games_task(
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game_ids: list[int] | None = None, reschedule: bool = True
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game_ids: list[int] | None = None, loop_id: str | None = None
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):
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):
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"""Refresh Steam store info, then re-enqueue itself every
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"""Refresh Steam store info, then re-enqueue itself every
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STEAM_STORE_REFRESH_MINUTES (same self-rescheduling idea as
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STEAM_STORE_REFRESH_MINUTES (same self-rescheduling idea as
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sync_event_game_scopes_task, no external scheduler needed).
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sync_event_game_scopes_task, no external scheduler needed).
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reschedule=False is a one-off run (e.g. the admin action) that leaves the
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Without loop_id it's a one-off run (e.g. the admin action) that leaves the
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periodic loop alone."""
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periodic loop alone. With loop_id, it only continues while the guard still
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holds this loop_id."""
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if loop_id is not None and cache.get(STEAM_REFRESH_GUARD_KEY) != loop_id:
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# Another loop owns the guard (or it expired), stop this one
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return
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try:
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try:
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refresh_steam_games(game_ids)
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refresh_steam_games(game_ids)
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finally:
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finally:
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if reschedule:
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if loop_id is not None:
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cache.set(STEAM_REFRESH_GUARD_KEY, 1, timeout=_guard_timeout())
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cache.set(STEAM_REFRESH_GUARD_KEY, loop_id, timeout=_guard_timeout())
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refresh_steam_games_task.using(
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refresh_steam_games_task.using(
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run_after=timezone.now() + steam_refresh_interval()
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run_after=timezone.now() + steam_refresh_interval()
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).enqueue()
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).enqueue(loop_id=loop_id)
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@@ -9,7 +9,11 @@ from events.models import Event
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from .models import EventGame, Game
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from .models import EventGame, Game
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from .services.steam_store import refresh_steam_games
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from .services.steam_store import refresh_steam_games
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from .tasks import refresh_steam_games_task, schedule_steam_refresh
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from .tasks import (
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STEAM_REFRESH_GUARD_KEY,
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refresh_steam_games_task,
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schedule_steam_refresh,
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)
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LOCMEM_CACHE = {"default": {"BACKEND": "django.core.cache.backends.locmem.LocMemCache"}}
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LOCMEM_CACHE = {"default": {"BACKEND": "django.core.cache.backends.locmem.LocMemCache"}}
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@@ -83,21 +87,32 @@ class ScheduleSteamRefreshTests(TestCase):
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def test_only_one_loop_is_scheduled(self, task):
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def test_only_one_loop_is_scheduled(self, task):
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self.assertTrue(schedule_steam_refresh())
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self.assertTrue(schedule_steam_refresh())
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self.assertFalse(schedule_steam_refresh())
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self.assertFalse(schedule_steam_refresh())
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task.enqueue.assert_called_once_with()
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task.enqueue.assert_called_once_with(loop_id=cache.get(STEAM_REFRESH_GUARD_KEY))
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@mock.patch("games.tasks.refresh_steam_games")
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@mock.patch("games.tasks.refresh_steam_games")
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def test_task_reschedules_itself_even_on_failure(self, refresh):
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def test_task_reschedules_itself_even_on_failure(self, refresh):
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cache.set(STEAM_REFRESH_GUARD_KEY, "loop")
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refresh.side_effect = RuntimeError("boom")
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refresh.side_effect = RuntimeError("boom")
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with mock.patch("games.tasks.refresh_steam_games_task") as patched:
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with mock.patch("games.tasks.refresh_steam_games_task") as patched:
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with self.assertRaises(RuntimeError):
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with self.assertRaises(RuntimeError):
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refresh_steam_games_task.call()
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refresh_steam_games_task.call(loop_id="loop")
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patched.using.return_value.enqueue.assert_called_once_with()
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patched.using.return_value.enqueue.assert_called_once_with(loop_id="loop")
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@mock.patch("games.tasks.refresh_steam_games")
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def test_superseded_loop_stops(self, refresh):
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cache.set(STEAM_REFRESH_GUARD_KEY, "new-loop")
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with mock.patch("games.tasks.refresh_steam_games_task") as patched:
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refresh_steam_games_task.call(loop_id="old-loop")
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refresh.assert_not_called()
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patched.using.assert_not_called()
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self.assertEqual(cache.get(STEAM_REFRESH_GUARD_KEY), "new-loop")
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@mock.patch("games.tasks.refresh_steam_games")
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@mock.patch("games.tasks.refresh_steam_games")
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def test_one_off_run_does_not_reschedule(self, refresh):
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def test_one_off_run_does_not_reschedule(self, refresh):
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with mock.patch("games.tasks.refresh_steam_games_task") as patched:
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with mock.patch("games.tasks.refresh_steam_games_task") as patched:
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refresh_steam_games_task.call(game_ids=[1], reschedule=False)
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refresh_steam_games_task.call(game_ids=[1])
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refresh.assert_called_once_with([1])
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refresh.assert_called_once_with([1])
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patched.using.assert_not_called()
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patched.using.assert_not_called()
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