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Author SHA1 Message Date
Legrems b403311ce1 fix(games): card fixes; colors + width 2026-10-16 01:13:24 +02:00
Legrems 1ca4643774 fix(clock): dedup tasks lock bug removal 2026-10-16 01:08:50 +02:00
8 changed files with 127 additions and 69 deletions
+17 -7
View File
@@ -12,6 +12,7 @@ acts.
"""
from datetime import timedelta
from uuid import uuid4
from asgiref.sync import async_to_sync
from channels.layers import get_channel_layer
@@ -30,13 +31,20 @@ HEARTBEAT_INTERVAL_SECONDS = 1
# One chain ticks every event with the game enabled - this lock keeps a
# second chain from starting underneath an already-running one (e.g. two
# EventGame saves close together). Refreshed every tick, wide enough that a
# single slow tick doesn't let a second chain slip in.
# single slow tick doesn't let a second chain slip in. The lock holds the
# chain id: if it expires anyway (worker down/restarted for a few seconds) and
# a new chain starts, the old one stops at its next tick (instead of both
# ticking forever).
HEARTBEAT_LOCK_KEY = "clock:heartbeat:lock"
HEARTBEAT_LOCK_TIMEOUT_SECONDS = HEARTBEAT_INTERVAL_SECONDS * 5
@task
def clock_heartbeat_task():
def clock_heartbeat_task(chain_id: str):
if cache.get(HEARTBEAT_LOCK_KEY) != chain_id:
# Another chain owns the lock (or it expired), stop this one
return
event_games = list(
EventGame.objects.filter(game__path="clock", enabled=True).select_related(
"event"
@@ -46,7 +54,8 @@ def clock_heartbeat_task():
if not event_games:
# Nothing left to tick - let the chain die. start_clock_heartbeat()
# starts a fresh one next time an event enables the game.
cache.delete(HEARTBEAT_LOCK_KEY)
if cache.get(HEARTBEAT_LOCK_KEY) == chain_id:
cache.delete(HEARTBEAT_LOCK_KEY)
return
channel_layer = get_channel_layer()
@@ -67,13 +76,14 @@ def clock_heartbeat_task():
},
)
cache.set(HEARTBEAT_LOCK_KEY, 1, timeout=HEARTBEAT_LOCK_TIMEOUT_SECONDS)
cache.set(HEARTBEAT_LOCK_KEY, chain_id, timeout=HEARTBEAT_LOCK_TIMEOUT_SECONDS)
clock_heartbeat_task.using(
run_after=timezone.now() + timedelta(seconds=HEARTBEAT_INTERVAL_SECONDS)
).enqueue()
).enqueue(chain_id)
def start_clock_heartbeat():
"""Enqueues the heartbeat chain, unless one is already running."""
if cache.add(HEARTBEAT_LOCK_KEY, 1, timeout=HEARTBEAT_LOCK_TIMEOUT_SECONDS):
clock_heartbeat_task.enqueue()
chain_id = uuid4().hex
if cache.add(HEARTBEAT_LOCK_KEY, chain_id, timeout=HEARTBEAT_LOCK_TIMEOUT_SECONDS):
clock_heartbeat_task.enqueue(chain_id)
+57
View File
@@ -0,0 +1,57 @@
from unittest import mock
from django.core.cache import cache
from django.test import TestCase, override_settings
from events.models import Event
from games.models import EventGame, Game
from .tasks import HEARTBEAT_LOCK_KEY, clock_heartbeat_task, start_clock_heartbeat
LOCMEM_CACHE = {"default": {"BACKEND": "django.core.cache.backends.locmem.LocMemCache"}}
@override_settings(CACHES=LOCMEM_CACHE)
@mock.patch("clock.tasks.get_channel_layer")
class ClockHeartbeatTests(TestCase):
def setUp(self):
cache.clear()
event = Event.objects.create(name="Event", path="event")
clock = Game.objects.create(name="Clock", path="clock", custom_path=True)
self.event_game = EventGame.objects.create(event=event, game=clock)
cache.clear() # post_save signal can start a chain
@mock.patch("clock.tasks.clock_heartbeat_task")
def test_only_one_chain_is_started(self, task, _):
start_clock_heartbeat()
start_clock_heartbeat()
task.enqueue.assert_called_once_with(cache.get(HEARTBEAT_LOCK_KEY))
def test_owning_chain_reschedules_itself(self, channel_layer):
channel_layer.return_value.group_send = mock.AsyncMock()
cache.set(HEARTBEAT_LOCK_KEY, "chain")
with mock.patch("clock.tasks.clock_heartbeat_task") as patched:
clock_heartbeat_task.call("chain")
patched.using.return_value.enqueue.assert_called_once_with("chain")
channel_layer.return_value.group_send.assert_awaited_once()
self.assertEqual(cache.get(HEARTBEAT_LOCK_KEY), "chain")
def test_superseded_chain_stops(self, channel_layer):
cache.set(HEARTBEAT_LOCK_KEY, "new-chain")
with mock.patch("clock.tasks.clock_heartbeat_task") as patched:
clock_heartbeat_task.call("old-chain")
patched.using.assert_not_called()
channel_layer.assert_not_called()
self.assertEqual(cache.get(HEARTBEAT_LOCK_KEY), "new-chain")
def test_chain_dies_and_releases_lock_when_game_disabled(self, _):
EventGame.objects.filter(pk=self.event_game.pk).update(enabled=False)
cache.set(HEARTBEAT_LOCK_KEY, "chain")
with mock.patch("clock.tasks.clock_heartbeat_task") as patched:
clock_heartbeat_task.call("chain")
patched.using.assert_not_called()
self.assertIsNone(cache.get(HEARTBEAT_LOCK_KEY))
+1 -1
View File
@@ -40,7 +40,7 @@ class GameAdmin(admin.ModelAdmin):
game_ids = list(
queryset.filter(steam_app_id__isnull=False).values_list("id", flat=True)
)
refresh_steam_games_task.enqueue(game_ids=game_ids, reschedule=False)
refresh_steam_games_task.enqueue(game_ids=game_ids)
self.message_user(
request, f"Queued Steam store refresh for {len(game_ids)} game(s)."
)
+18 -9
View File
@@ -1,4 +1,5 @@
from datetime import timedelta
from uuid import uuid4
from django.conf import settings
from django.core.cache import cache
@@ -10,7 +11,9 @@ from .services.steam_store import refresh_steam_games
# Set while a periodic refresh is queued, so there's only ever one loop running,
# whatever the number of workers/containers trying to start it. It expires on
# its own if the loop dies (worker killed mid-job, Redis queue flushed, ...),
# letting the next schedule_steam_refresh() start a new one.
# letting the next schedule_steam_refresh() start a new one. The guard holds the
# loop id, so if it expires while the old loop is just late, the old one stops
# at its next run (instead of 2 loops running side by side).
STEAM_REFRESH_GUARD_KEY = "games:steam_refresh:scheduled"
@@ -25,28 +28,34 @@ def _guard_timeout() -> int:
def schedule_steam_refresh() -> bool:
"""Start the periodic refresh loop right away, unless one is already queued.
Safe to call from anywhere, any number of times."""
if not cache.add(STEAM_REFRESH_GUARD_KEY, 1, timeout=_guard_timeout()):
loop_id = uuid4().hex
if not cache.add(STEAM_REFRESH_GUARD_KEY, loop_id, timeout=_guard_timeout()):
return False
refresh_steam_games_task.enqueue()
refresh_steam_games_task.enqueue(loop_id=loop_id)
return True
@task
def refresh_steam_games_task(
game_ids: list[int] | None = None, reschedule: bool = True
game_ids: list[int] | None = None, loop_id: str | None = None
):
"""Refresh Steam store info, then re-enqueue itself every
STEAM_STORE_REFRESH_MINUTES (same self-rescheduling idea as
sync_event_game_scopes_task, no external scheduler needed).
reschedule=False is a one-off run (e.g. the admin action) that leaves the
periodic loop alone."""
Without loop_id it's a one-off run (e.g. the admin action) that leaves the
periodic loop alone. With loop_id, it only continues while the guard still
holds this loop_id."""
if loop_id is not None and cache.get(STEAM_REFRESH_GUARD_KEY) != loop_id:
# Another loop owns the guard (or it expired), stop this one
return
try:
refresh_steam_games(game_ids)
finally:
if reschedule:
cache.set(STEAM_REFRESH_GUARD_KEY, 1, timeout=_guard_timeout())
if loop_id is not None:
cache.set(STEAM_REFRESH_GUARD_KEY, loop_id, timeout=_guard_timeout())
refresh_steam_games_task.using(
run_after=timezone.now() + steam_refresh_interval()
).enqueue()
).enqueue(loop_id=loop_id)
+20 -5
View File
@@ -9,7 +9,11 @@ from events.models import Event
from .models import EventGame, Game
from .services.steam_store import refresh_steam_games
from .tasks import refresh_steam_games_task, schedule_steam_refresh
from .tasks import (
STEAM_REFRESH_GUARD_KEY,
refresh_steam_games_task,
schedule_steam_refresh,
)
LOCMEM_CACHE = {"default": {"BACKEND": "django.core.cache.backends.locmem.LocMemCache"}}
@@ -83,21 +87,32 @@ class ScheduleSteamRefreshTests(TestCase):
def test_only_one_loop_is_scheduled(self, task):
self.assertTrue(schedule_steam_refresh())
self.assertFalse(schedule_steam_refresh())
task.enqueue.assert_called_once_with()
task.enqueue.assert_called_once_with(loop_id=cache.get(STEAM_REFRESH_GUARD_KEY))
@mock.patch("games.tasks.refresh_steam_games")
def test_task_reschedules_itself_even_on_failure(self, refresh):
cache.set(STEAM_REFRESH_GUARD_KEY, "loop")
refresh.side_effect = RuntimeError("boom")
with mock.patch("games.tasks.refresh_steam_games_task") as patched:
with self.assertRaises(RuntimeError):
refresh_steam_games_task.call()
refresh_steam_games_task.call(loop_id="loop")
patched.using.return_value.enqueue.assert_called_once_with()
patched.using.return_value.enqueue.assert_called_once_with(loop_id="loop")
@mock.patch("games.tasks.refresh_steam_games")
def test_superseded_loop_stops(self, refresh):
cache.set(STEAM_REFRESH_GUARD_KEY, "new-loop")
with mock.patch("games.tasks.refresh_steam_games_task") as patched:
refresh_steam_games_task.call(loop_id="old-loop")
refresh.assert_not_called()
patched.using.assert_not_called()
self.assertEqual(cache.get(STEAM_REFRESH_GUARD_KEY), "new-loop")
@mock.patch("games.tasks.refresh_steam_games")
def test_one_off_run_does_not_reschedule(self, refresh):
with mock.patch("games.tasks.refresh_steam_games_task") as patched:
refresh_steam_games_task.call(game_ids=[1], reschedule=False)
refresh_steam_games_task.call(game_ids=[1])
refresh.assert_called_once_with([1])
patched.using.assert_not_called()
+2 -2
View File
@@ -31,7 +31,7 @@ onMounted(async () => {
<template>
<div class="flex-1 bg-base-300 flex justify-center px-4 py-12">
<div class="w-full max-w-6xl">
<div class="w-full max-w-7xl">
<!-- Header -->
<div class="text-center mb-12">
<h1 class="text-5xl font-bold mb-4">{{ t("games.title") }}</h1>
@@ -47,7 +47,7 @@ onMounted(async () => {
{{ t("games.empty") }}
</p>
<div v-else class="grid grid-cols-1 md:grid-cols-2 gap-8">
<div v-else class="grid grid-cols-1 lg:grid-cols-2 gap-8">
<SteamStoreCard v-for="game in games" :key="game.id" :game="game" />
</div>
</div>
+1 -1
View File
@@ -53,7 +53,7 @@ onMounted(async () => {
<template>
<div class="flex-1 bg-base-300 flex items-center justify-center px-4">
<div class="w-full max-w-6xl">
<div class="w-full max-w-7xl">
<!-- Header -->
<div class="text-center mb-12">
<h1 class="text-5xl font-bold mb-4">{{ t("home.title") }}</h1>
@@ -20,41 +20,41 @@ const isDiscounted = computed(() => hasPrice.value && props.game.discount_percen
<template>
<div
class="steam-card flex flex-col overflow-hidden rounded-lg shadow-xl hover:shadow-2xl transition-all transform hover:-translate-y-2 hover:scale-[1.05]">
class="card card-xl bg-base-200 hover:bg-base-100 overflow-hidden shadow-xl hover:shadow-2xl transition-all transform hover:-translate-y-2 hover:scale-[1.05]">
<a :href="game.store_url" target="_blank" rel="noopener noreferrer">
<img :src="game.header_image" :alt="game.name" loading="lazy"
class="w-full aspect-[460/215] object-cover" />
</a>
<div class="flex flex-col flex-1 min-w-0 p-6 gap-3">
<div class="card-body min-w-0">
<a :href="game.store_url" target="_blank" rel="noopener noreferrer"
class="steam-title text-2xl font-semibold truncate hover:underline">
class="card-title text-2xl block truncate hover:underline">
{{ t("games.buy", { game: game.name }) }}
</a>
<p v-if="game.short_description" class="steam-text line-clamp-3">
<p v-if="game.short_description" class="text-sm text-base-content/70 line-clamp-3">
{{ game.short_description }}
</p>
<div class="mt-auto pt-2 flex flex-wrap justify-end gap-2">
<div class="mt-auto pt-2 flex flex-wrap sm:flex-nowrap justify-end gap-2 whitespace-nowrap">
<!-- Opens the Steam client: launches the game if installed, offers to install it otherwise -->
<a :href="`steam://run/${game.steam_app_id}`"
class="steam-play rounded-sm px-5 py-2 flex items-center gap-1">
<i class="mdi mdi-play"></i>
{{ t("games.play") }}
</a>
<div class="steam-purchase flex items-stretch rounded-sm overflow-hidden">
<div class="bg-base-300 flex items-stretch rounded-sm overflow-hidden">
<template v-if="game.is_free">
<span class="steam-price px-3 py-2 flex items-center">{{ t("games.free") }}</span>
<span class="px-3 py-2 flex items-center">{{ t("games.free") }}</span>
</template>
<template v-else-if="hasPrice">
<span v-if="isDiscounted" class="steam-discount px-3 flex items-center text-xl font-medium">
-{{ game.discount_percent }}%
</span>
<span class="steam-price px-3 flex flex-col justify-center leading-tight">
<span v-if="isDiscounted" class="steam-original text-xs line-through">
<span class="px-3 flex flex-col justify-center leading-tight">
<span v-if="isDiscounted" class="text-base-content/50 text-xs line-through">
{{ formatPrice(game.price_initial!) }}
</span>
<span :class="{ 'steam-discounted': isDiscounted }">{{ formatPrice(game.price_final!) }}</span>
<span :class="{ 'text-success font-medium': isDiscounted }">{{ formatPrice(game.price_final!) }}</span>
</span>
</template>
<a :href="game.store_url" target="_blank" rel="noopener noreferrer"
@@ -69,45 +69,12 @@ const isDiscounted = computed(() => hasPrice.value && props.game.discount_percen
</template>
<style scoped>
/* Steam store palette, on purpose regardless of the site theme */
.steam-card {
background: linear-gradient(135deg, #1b2838 0%, #2a475e 100%);
}
/* Lightens on hover, like the homepage cards' hover:bg-base-100 */
.steam-card:hover {
background: linear-gradient(135deg, #22344a 0%, #335672 100%);
}
.steam-title {
color: #ffffff;
}
.steam-text {
color: #c6d4df;
}
.steam-purchase {
background: rgba(0, 0, 0, 0.2);
}
/* Steam palette for the purchase buttons, the card itself follows the site theme */
.steam-discount {
background: #4c6b22;
color: #beee11;
}
.steam-price {
color: #c6d4df;
}
.steam-original {
color: #738895;
}
.steam-discounted {
color: #beee11;
}
.steam-button {
color: #d2efa9;
background: linear-gradient(to right, #75b022 5%, #588a1b 95%);