Documentation ¶
Index ¶
- type FileLoader
- func (l *FileLoader) Clear(key models.FileID)
- func (l *FileLoader) Load(key models.FileID) (models.File, error)
- func (l *FileLoader) LoadAll(keys []models.FileID) ([]models.File, []error)
- func (l *FileLoader) LoadAllThunk(keys []models.FileID) func() ([]models.File, []error)
- func (l *FileLoader) LoadThunk(key models.FileID) func() (models.File, error)
- func (l *FileLoader) Prime(key models.FileID, value models.File) bool
- type FileLoaderConfig
- type GalleryFileIDsLoader
- func (l *GalleryFileIDsLoader) Clear(key int)
- func (l *GalleryFileIDsLoader) Load(key int) ([]models.FileID, error)
- func (l *GalleryFileIDsLoader) LoadAll(keys []int) ([][]models.FileID, []error)
- func (l *GalleryFileIDsLoader) LoadAllThunk(keys []int) func() ([][]models.FileID, []error)
- func (l *GalleryFileIDsLoader) LoadThunk(key int) func() ([]models.FileID, error)
- func (l *GalleryFileIDsLoader) Prime(key int, value []models.FileID) bool
- type GalleryFileIDsLoaderConfig
- type GalleryLoader
- func (l *GalleryLoader) Clear(key int)
- func (l *GalleryLoader) Load(key int) (*models.Gallery, error)
- func (l *GalleryLoader) LoadAll(keys []int) ([]*models.Gallery, []error)
- func (l *GalleryLoader) LoadAllThunk(keys []int) func() ([]*models.Gallery, []error)
- func (l *GalleryLoader) LoadThunk(key int) func() (*models.Gallery, error)
- func (l *GalleryLoader) Prime(key int, value *models.Gallery) bool
- type GalleryLoaderConfig
- type ImageFileIDsLoader
- func (l *ImageFileIDsLoader) Clear(key int)
- func (l *ImageFileIDsLoader) Load(key int) ([]models.FileID, error)
- func (l *ImageFileIDsLoader) LoadAll(keys []int) ([][]models.FileID, []error)
- func (l *ImageFileIDsLoader) LoadAllThunk(keys []int) func() ([][]models.FileID, []error)
- func (l *ImageFileIDsLoader) LoadThunk(key int) func() ([]models.FileID, error)
- func (l *ImageFileIDsLoader) Prime(key int, value []models.FileID) bool
- type ImageFileIDsLoaderConfig
- type ImageLoader
- func (l *ImageLoader) Clear(key int)
- func (l *ImageLoader) Load(key int) (*models.Image, error)
- func (l *ImageLoader) LoadAll(keys []int) ([]*models.Image, []error)
- func (l *ImageLoader) LoadAllThunk(keys []int) func() ([]*models.Image, []error)
- func (l *ImageLoader) LoadThunk(key int) func() (*models.Image, error)
- func (l *ImageLoader) Prime(key int, value *models.Image) bool
- type ImageLoaderConfig
- type Loaders
- type Middleware
- type MovieLoader
- func (l *MovieLoader) Clear(key int)
- func (l *MovieLoader) Load(key int) (*models.Movie, error)
- func (l *MovieLoader) LoadAll(keys []int) ([]*models.Movie, []error)
- func (l *MovieLoader) LoadAllThunk(keys []int) func() ([]*models.Movie, []error)
- func (l *MovieLoader) LoadThunk(key int) func() (*models.Movie, error)
- func (l *MovieLoader) Prime(key int, value *models.Movie) bool
- type MovieLoaderConfig
- type PerformerLoader
- func (l *PerformerLoader) Clear(key int)
- func (l *PerformerLoader) Load(key int) (*models.Performer, error)
- func (l *PerformerLoader) LoadAll(keys []int) ([]*models.Performer, []error)
- func (l *PerformerLoader) LoadAllThunk(keys []int) func() ([]*models.Performer, []error)
- func (l *PerformerLoader) LoadThunk(key int) func() (*models.Performer, error)
- func (l *PerformerLoader) Prime(key int, value *models.Performer) bool
- type PerformerLoaderConfig
- type SceneFileIDsLoader
- func (l *SceneFileIDsLoader) Clear(key int)
- func (l *SceneFileIDsLoader) Load(key int) ([]models.FileID, error)
- func (l *SceneFileIDsLoader) LoadAll(keys []int) ([][]models.FileID, []error)
- func (l *SceneFileIDsLoader) LoadAllThunk(keys []int) func() ([][]models.FileID, []error)
- func (l *SceneFileIDsLoader) LoadThunk(key int) func() ([]models.FileID, error)
- func (l *SceneFileIDsLoader) Prime(key int, value []models.FileID) bool
- type SceneFileIDsLoaderConfig
- type SceneLastPlayedLoader
- func (l *SceneLastPlayedLoader) Clear(key int)
- func (l *SceneLastPlayedLoader) Load(key int) (*time.Time, error)
- func (l *SceneLastPlayedLoader) LoadAll(keys []int) ([]*time.Time, []error)
- func (l *SceneLastPlayedLoader) LoadAllThunk(keys []int) func() ([]*time.Time, []error)
- func (l *SceneLastPlayedLoader) LoadThunk(key int) func() (*time.Time, error)
- func (l *SceneLastPlayedLoader) Prime(key int, value *time.Time) bool
- type SceneLastPlayedLoaderConfig
- type SceneLoader
- func (l *SceneLoader) Clear(key int)
- func (l *SceneLoader) Load(key int) (*models.Scene, error)
- func (l *SceneLoader) LoadAll(keys []int) ([]*models.Scene, []error)
- func (l *SceneLoader) LoadAllThunk(keys []int) func() ([]*models.Scene, []error)
- func (l *SceneLoader) LoadThunk(key int) func() (*models.Scene, error)
- func (l *SceneLoader) Prime(key int, value *models.Scene) bool
- type SceneLoaderConfig
- type SceneOCountLoader
- func (l *SceneOCountLoader) Clear(key int)
- func (l *SceneOCountLoader) Load(key int) (int, error)
- func (l *SceneOCountLoader) LoadAll(keys []int) ([]int, []error)
- func (l *SceneOCountLoader) LoadAllThunk(keys []int) func() ([]int, []error)
- func (l *SceneOCountLoader) LoadThunk(key int) func() (int, error)
- func (l *SceneOCountLoader) Prime(key int, value int) bool
- type SceneOCountLoaderConfig
- type SceneOHistoryLoader
- func (l *SceneOHistoryLoader) Clear(key int)
- func (l *SceneOHistoryLoader) Load(key int) ([]time.Time, error)
- func (l *SceneOHistoryLoader) LoadAll(keys []int) ([][]time.Time, []error)
- func (l *SceneOHistoryLoader) LoadAllThunk(keys []int) func() ([][]time.Time, []error)
- func (l *SceneOHistoryLoader) LoadThunk(key int) func() ([]time.Time, error)
- func (l *SceneOHistoryLoader) Prime(key int, value []time.Time) bool
- type SceneOHistoryLoaderConfig
- type ScenePlayCountLoader
- func (l *ScenePlayCountLoader) Clear(key int)
- func (l *ScenePlayCountLoader) Load(key int) (int, error)
- func (l *ScenePlayCountLoader) LoadAll(keys []int) ([]int, []error)
- func (l *ScenePlayCountLoader) LoadAllThunk(keys []int) func() ([]int, []error)
- func (l *ScenePlayCountLoader) LoadThunk(key int) func() (int, error)
- func (l *ScenePlayCountLoader) Prime(key int, value int) bool
- type ScenePlayCountLoaderConfig
- type ScenePlayHistoryLoader
- func (l *ScenePlayHistoryLoader) Clear(key int)
- func (l *ScenePlayHistoryLoader) Load(key int) ([]time.Time, error)
- func (l *ScenePlayHistoryLoader) LoadAll(keys []int) ([][]time.Time, []error)
- func (l *ScenePlayHistoryLoader) LoadAllThunk(keys []int) func() ([][]time.Time, []error)
- func (l *ScenePlayHistoryLoader) LoadThunk(key int) func() ([]time.Time, error)
- func (l *ScenePlayHistoryLoader) Prime(key int, value []time.Time) bool
- type ScenePlayHistoryLoaderConfig
- type StudioLoader
- func (l *StudioLoader) Clear(key int)
- func (l *StudioLoader) Load(key int) (*models.Studio, error)
- func (l *StudioLoader) LoadAll(keys []int) ([]*models.Studio, []error)
- func (l *StudioLoader) LoadAllThunk(keys []int) func() ([]*models.Studio, []error)
- func (l *StudioLoader) LoadThunk(key int) func() (*models.Studio, error)
- func (l *StudioLoader) Prime(key int, value *models.Studio) bool
- type StudioLoaderConfig
- type TagLoader
- func (l *TagLoader) Clear(key int)
- func (l *TagLoader) Load(key int) (*models.Tag, error)
- func (l *TagLoader) LoadAll(keys []int) ([]*models.Tag, []error)
- func (l *TagLoader) LoadAllThunk(keys []int) func() ([]*models.Tag, []error)
- func (l *TagLoader) LoadThunk(key int) func() (*models.Tag, error)
- func (l *TagLoader) Prime(key int, value *models.Tag) bool
- type TagLoaderConfig
Constants ¶
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Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type FileLoader ¶
type FileLoader struct {
// contains filtered or unexported fields
}
FileLoader batches and caches requests
func NewFileLoader ¶
func NewFileLoader(config FileLoaderConfig) *FileLoader
NewFileLoader creates a new FileLoader given a fetch, wait, and maxBatch
func (*FileLoader) Clear ¶
func (l *FileLoader) Clear(key models.FileID)
Clear the value at key from the cache, if it exists
func (*FileLoader) LoadAll ¶
LoadAll fetches many keys at once. It will be broken into appropriate sized sub batches depending on how the loader is configured
func (*FileLoader) LoadAllThunk ¶
LoadAllThunk returns a function that when called will block waiting for a Files. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*FileLoader) LoadThunk ¶
LoadThunk returns a function that when called will block waiting for a File. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
type FileLoaderConfig ¶
type FileLoaderConfig struct { // Fetch is a method that provides the data for the loader Fetch func(keys []models.FileID) ([]models.File, []error) // Wait is how long wait before sending a batch Wait time.Duration // MaxBatch will limit the maximum number of keys to send in one batch, 0 = not limit MaxBatch int }
FileLoaderConfig captures the config to create a new FileLoader
type GalleryFileIDsLoader ¶
type GalleryFileIDsLoader struct {
// contains filtered or unexported fields
}
GalleryFileIDsLoader batches and caches requests
func NewGalleryFileIDsLoader ¶
func NewGalleryFileIDsLoader(config GalleryFileIDsLoaderConfig) *GalleryFileIDsLoader
NewGalleryFileIDsLoader creates a new GalleryFileIDsLoader given a fetch, wait, and maxBatch
func (*GalleryFileIDsLoader) Clear ¶
func (l *GalleryFileIDsLoader) Clear(key int)
Clear the value at key from the cache, if it exists
func (*GalleryFileIDsLoader) Load ¶
func (l *GalleryFileIDsLoader) Load(key int) ([]models.FileID, error)
Load a FileID by key, batching and caching will be applied automatically
func (*GalleryFileIDsLoader) LoadAll ¶
func (l *GalleryFileIDsLoader) LoadAll(keys []int) ([][]models.FileID, []error)
LoadAll fetches many keys at once. It will be broken into appropriate sized sub batches depending on how the loader is configured
func (*GalleryFileIDsLoader) LoadAllThunk ¶
func (l *GalleryFileIDsLoader) LoadAllThunk(keys []int) func() ([][]models.FileID, []error)
LoadAllThunk returns a function that when called will block waiting for a FileIDs. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*GalleryFileIDsLoader) LoadThunk ¶
func (l *GalleryFileIDsLoader) LoadThunk(key int) func() ([]models.FileID, error)
LoadThunk returns a function that when called will block waiting for a FileID. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*GalleryFileIDsLoader) Prime ¶
func (l *GalleryFileIDsLoader) Prime(key int, value []models.FileID) bool
Prime the cache with the provided key and value. If the key already exists, no change is made and false is returned. (To forcefully prime the cache, clear the key first with loader.clear(key).prime(key, value).)
type GalleryFileIDsLoaderConfig ¶
type GalleryFileIDsLoaderConfig struct { // Fetch is a method that provides the data for the loader Fetch func(keys []int) ([][]models.FileID, []error) // Wait is how long wait before sending a batch Wait time.Duration // MaxBatch will limit the maximum number of keys to send in one batch, 0 = not limit MaxBatch int }
GalleryFileIDsLoaderConfig captures the config to create a new GalleryFileIDsLoader
type GalleryLoader ¶
type GalleryLoader struct {
// contains filtered or unexported fields
}
GalleryLoader batches and caches requests
func NewGalleryLoader ¶
func NewGalleryLoader(config GalleryLoaderConfig) *GalleryLoader
NewGalleryLoader creates a new GalleryLoader given a fetch, wait, and maxBatch
func (*GalleryLoader) Clear ¶
func (l *GalleryLoader) Clear(key int)
Clear the value at key from the cache, if it exists
func (*GalleryLoader) Load ¶
func (l *GalleryLoader) Load(key int) (*models.Gallery, error)
Load a Gallery by key, batching and caching will be applied automatically
func (*GalleryLoader) LoadAll ¶
func (l *GalleryLoader) LoadAll(keys []int) ([]*models.Gallery, []error)
LoadAll fetches many keys at once. It will be broken into appropriate sized sub batches depending on how the loader is configured
func (*GalleryLoader) LoadAllThunk ¶
func (l *GalleryLoader) LoadAllThunk(keys []int) func() ([]*models.Gallery, []error)
LoadAllThunk returns a function that when called will block waiting for a Gallerys. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*GalleryLoader) LoadThunk ¶
func (l *GalleryLoader) LoadThunk(key int) func() (*models.Gallery, error)
LoadThunk returns a function that when called will block waiting for a Gallery. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*GalleryLoader) Prime ¶
func (l *GalleryLoader) Prime(key int, value *models.Gallery) bool
Prime the cache with the provided key and value. If the key already exists, no change is made and false is returned. (To forcefully prime the cache, clear the key first with loader.clear(key).prime(key, value).)
type GalleryLoaderConfig ¶
type GalleryLoaderConfig struct { // Fetch is a method that provides the data for the loader Fetch func(keys []int) ([]*models.Gallery, []error) // Wait is how long wait before sending a batch Wait time.Duration // MaxBatch will limit the maximum number of keys to send in one batch, 0 = not limit MaxBatch int }
GalleryLoaderConfig captures the config to create a new GalleryLoader
type ImageFileIDsLoader ¶
type ImageFileIDsLoader struct {
// contains filtered or unexported fields
}
ImageFileIDsLoader batches and caches requests
func NewImageFileIDsLoader ¶
func NewImageFileIDsLoader(config ImageFileIDsLoaderConfig) *ImageFileIDsLoader
NewImageFileIDsLoader creates a new ImageFileIDsLoader given a fetch, wait, and maxBatch
func (*ImageFileIDsLoader) Clear ¶
func (l *ImageFileIDsLoader) Clear(key int)
Clear the value at key from the cache, if it exists
func (*ImageFileIDsLoader) Load ¶
func (l *ImageFileIDsLoader) Load(key int) ([]models.FileID, error)
Load a FileID by key, batching and caching will be applied automatically
func (*ImageFileIDsLoader) LoadAll ¶
func (l *ImageFileIDsLoader) LoadAll(keys []int) ([][]models.FileID, []error)
LoadAll fetches many keys at once. It will be broken into appropriate sized sub batches depending on how the loader is configured
func (*ImageFileIDsLoader) LoadAllThunk ¶
func (l *ImageFileIDsLoader) LoadAllThunk(keys []int) func() ([][]models.FileID, []error)
LoadAllThunk returns a function that when called will block waiting for a FileIDs. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*ImageFileIDsLoader) LoadThunk ¶
func (l *ImageFileIDsLoader) LoadThunk(key int) func() ([]models.FileID, error)
LoadThunk returns a function that when called will block waiting for a FileID. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*ImageFileIDsLoader) Prime ¶
func (l *ImageFileIDsLoader) Prime(key int, value []models.FileID) bool
Prime the cache with the provided key and value. If the key already exists, no change is made and false is returned. (To forcefully prime the cache, clear the key first with loader.clear(key).prime(key, value).)
type ImageFileIDsLoaderConfig ¶
type ImageFileIDsLoaderConfig struct { // Fetch is a method that provides the data for the loader Fetch func(keys []int) ([][]models.FileID, []error) // Wait is how long wait before sending a batch Wait time.Duration // MaxBatch will limit the maximum number of keys to send in one batch, 0 = not limit MaxBatch int }
ImageFileIDsLoaderConfig captures the config to create a new ImageFileIDsLoader
type ImageLoader ¶
type ImageLoader struct {
// contains filtered or unexported fields
}
ImageLoader batches and caches requests
func NewImageLoader ¶
func NewImageLoader(config ImageLoaderConfig) *ImageLoader
NewImageLoader creates a new ImageLoader given a fetch, wait, and maxBatch
func (*ImageLoader) Clear ¶
func (l *ImageLoader) Clear(key int)
Clear the value at key from the cache, if it exists
func (*ImageLoader) Load ¶
func (l *ImageLoader) Load(key int) (*models.Image, error)
Load a Image by key, batching and caching will be applied automatically
func (*ImageLoader) LoadAll ¶
func (l *ImageLoader) LoadAll(keys []int) ([]*models.Image, []error)
LoadAll fetches many keys at once. It will be broken into appropriate sized sub batches depending on how the loader is configured
func (*ImageLoader) LoadAllThunk ¶
func (l *ImageLoader) LoadAllThunk(keys []int) func() ([]*models.Image, []error)
LoadAllThunk returns a function that when called will block waiting for a Images. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*ImageLoader) LoadThunk ¶
func (l *ImageLoader) LoadThunk(key int) func() (*models.Image, error)
LoadThunk returns a function that when called will block waiting for a Image. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*ImageLoader) Prime ¶
func (l *ImageLoader) Prime(key int, value *models.Image) bool
Prime the cache with the provided key and value. If the key already exists, no change is made and false is returned. (To forcefully prime the cache, clear the key first with loader.clear(key).prime(key, value).)
type ImageLoaderConfig ¶
type ImageLoaderConfig struct { // Fetch is a method that provides the data for the loader Fetch func(keys []int) ([]*models.Image, []error) // Wait is how long wait before sending a batch Wait time.Duration // MaxBatch will limit the maximum number of keys to send in one batch, 0 = not limit MaxBatch int }
ImageLoaderConfig captures the config to create a new ImageLoader
type Loaders ¶
type Loaders struct { SceneByID *SceneLoader SceneFiles *SceneFileIDsLoader ScenePlayCount *ScenePlayCountLoader SceneOCount *SceneOCountLoader ScenePlayHistory *ScenePlayHistoryLoader SceneOHistory *SceneOHistoryLoader SceneLastPlayed *SceneLastPlayedLoader ImageFiles *ImageFileIDsLoader GalleryFiles *GalleryFileIDsLoader GalleryByID *GalleryLoader ImageByID *ImageLoader PerformerByID *PerformerLoader StudioByID *StudioLoader TagByID *TagLoader MovieByID *MovieLoader FileByID *FileLoader }
type Middleware ¶
type Middleware struct {
Repository models.Repository
}
func (Middleware) Middleware ¶
func (m Middleware) Middleware(next http.Handler) http.Handler
type MovieLoader ¶
type MovieLoader struct {
// contains filtered or unexported fields
}
MovieLoader batches and caches requests
func NewMovieLoader ¶
func NewMovieLoader(config MovieLoaderConfig) *MovieLoader
NewMovieLoader creates a new MovieLoader given a fetch, wait, and maxBatch
func (*MovieLoader) Clear ¶
func (l *MovieLoader) Clear(key int)
Clear the value at key from the cache, if it exists
func (*MovieLoader) Load ¶
func (l *MovieLoader) Load(key int) (*models.Movie, error)
Load a Movie by key, batching and caching will be applied automatically
func (*MovieLoader) LoadAll ¶
func (l *MovieLoader) LoadAll(keys []int) ([]*models.Movie, []error)
LoadAll fetches many keys at once. It will be broken into appropriate sized sub batches depending on how the loader is configured
func (*MovieLoader) LoadAllThunk ¶
func (l *MovieLoader) LoadAllThunk(keys []int) func() ([]*models.Movie, []error)
LoadAllThunk returns a function that when called will block waiting for a Movies. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*MovieLoader) LoadThunk ¶
func (l *MovieLoader) LoadThunk(key int) func() (*models.Movie, error)
LoadThunk returns a function that when called will block waiting for a Movie. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*MovieLoader) Prime ¶
func (l *MovieLoader) Prime(key int, value *models.Movie) bool
Prime the cache with the provided key and value. If the key already exists, no change is made and false is returned. (To forcefully prime the cache, clear the key first with loader.clear(key).prime(key, value).)
type MovieLoaderConfig ¶
type MovieLoaderConfig struct { // Fetch is a method that provides the data for the loader Fetch func(keys []int) ([]*models.Movie, []error) // Wait is how long wait before sending a batch Wait time.Duration // MaxBatch will limit the maximum number of keys to send in one batch, 0 = not limit MaxBatch int }
MovieLoaderConfig captures the config to create a new MovieLoader
type PerformerLoader ¶
type PerformerLoader struct {
// contains filtered or unexported fields
}
PerformerLoader batches and caches requests
func NewPerformerLoader ¶
func NewPerformerLoader(config PerformerLoaderConfig) *PerformerLoader
NewPerformerLoader creates a new PerformerLoader given a fetch, wait, and maxBatch
func (*PerformerLoader) Clear ¶
func (l *PerformerLoader) Clear(key int)
Clear the value at key from the cache, if it exists
func (*PerformerLoader) Load ¶
func (l *PerformerLoader) Load(key int) (*models.Performer, error)
Load a Performer by key, batching and caching will be applied automatically
func (*PerformerLoader) LoadAll ¶
func (l *PerformerLoader) LoadAll(keys []int) ([]*models.Performer, []error)
LoadAll fetches many keys at once. It will be broken into appropriate sized sub batches depending on how the loader is configured
func (*PerformerLoader) LoadAllThunk ¶
func (l *PerformerLoader) LoadAllThunk(keys []int) func() ([]*models.Performer, []error)
LoadAllThunk returns a function that when called will block waiting for a Performers. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*PerformerLoader) LoadThunk ¶
func (l *PerformerLoader) LoadThunk(key int) func() (*models.Performer, error)
LoadThunk returns a function that when called will block waiting for a Performer. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*PerformerLoader) Prime ¶
func (l *PerformerLoader) Prime(key int, value *models.Performer) bool
Prime the cache with the provided key and value. If the key already exists, no change is made and false is returned. (To forcefully prime the cache, clear the key first with loader.clear(key).prime(key, value).)
type PerformerLoaderConfig ¶
type PerformerLoaderConfig struct { // Fetch is a method that provides the data for the loader Fetch func(keys []int) ([]*models.Performer, []error) // Wait is how long wait before sending a batch Wait time.Duration // MaxBatch will limit the maximum number of keys to send in one batch, 0 = not limit MaxBatch int }
PerformerLoaderConfig captures the config to create a new PerformerLoader
type SceneFileIDsLoader ¶
type SceneFileIDsLoader struct {
// contains filtered or unexported fields
}
SceneFileIDsLoader batches and caches requests
func NewSceneFileIDsLoader ¶
func NewSceneFileIDsLoader(config SceneFileIDsLoaderConfig) *SceneFileIDsLoader
NewSceneFileIDsLoader creates a new SceneFileIDsLoader given a fetch, wait, and maxBatch
func (*SceneFileIDsLoader) Clear ¶
func (l *SceneFileIDsLoader) Clear(key int)
Clear the value at key from the cache, if it exists
func (*SceneFileIDsLoader) Load ¶
func (l *SceneFileIDsLoader) Load(key int) ([]models.FileID, error)
Load a FileID by key, batching and caching will be applied automatically
func (*SceneFileIDsLoader) LoadAll ¶
func (l *SceneFileIDsLoader) LoadAll(keys []int) ([][]models.FileID, []error)
LoadAll fetches many keys at once. It will be broken into appropriate sized sub batches depending on how the loader is configured
func (*SceneFileIDsLoader) LoadAllThunk ¶
func (l *SceneFileIDsLoader) LoadAllThunk(keys []int) func() ([][]models.FileID, []error)
LoadAllThunk returns a function that when called will block waiting for a FileIDs. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*SceneFileIDsLoader) LoadThunk ¶
func (l *SceneFileIDsLoader) LoadThunk(key int) func() ([]models.FileID, error)
LoadThunk returns a function that when called will block waiting for a FileID. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*SceneFileIDsLoader) Prime ¶
func (l *SceneFileIDsLoader) Prime(key int, value []models.FileID) bool
Prime the cache with the provided key and value. If the key already exists, no change is made and false is returned. (To forcefully prime the cache, clear the key first with loader.clear(key).prime(key, value).)
type SceneFileIDsLoaderConfig ¶
type SceneFileIDsLoaderConfig struct { // Fetch is a method that provides the data for the loader Fetch func(keys []int) ([][]models.FileID, []error) // Wait is how long wait before sending a batch Wait time.Duration // MaxBatch will limit the maximum number of keys to send in one batch, 0 = not limit MaxBatch int }
SceneFileIDsLoaderConfig captures the config to create a new SceneFileIDsLoader
type SceneLastPlayedLoader ¶ added in v0.25.0
type SceneLastPlayedLoader struct {
// contains filtered or unexported fields
}
SceneLastPlayedLoader batches and caches requests
func NewSceneLastPlayedLoader ¶ added in v0.25.0
func NewSceneLastPlayedLoader(config SceneLastPlayedLoaderConfig) *SceneLastPlayedLoader
NewSceneLastPlayedLoader creates a new SceneLastPlayedLoader given a fetch, wait, and maxBatch
func (*SceneLastPlayedLoader) Clear ¶ added in v0.25.0
func (l *SceneLastPlayedLoader) Clear(key int)
Clear the value at key from the cache, if it exists
func (*SceneLastPlayedLoader) Load ¶ added in v0.25.0
func (l *SceneLastPlayedLoader) Load(key int) (*time.Time, error)
Load a Time by key, batching and caching will be applied automatically
func (*SceneLastPlayedLoader) LoadAll ¶ added in v0.25.0
func (l *SceneLastPlayedLoader) LoadAll(keys []int) ([]*time.Time, []error)
LoadAll fetches many keys at once. It will be broken into appropriate sized sub batches depending on how the loader is configured
func (*SceneLastPlayedLoader) LoadAllThunk ¶ added in v0.25.0
func (l *SceneLastPlayedLoader) LoadAllThunk(keys []int) func() ([]*time.Time, []error)
LoadAllThunk returns a function that when called will block waiting for a Times. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*SceneLastPlayedLoader) LoadThunk ¶ added in v0.25.0
func (l *SceneLastPlayedLoader) LoadThunk(key int) func() (*time.Time, error)
LoadThunk returns a function that when called will block waiting for a Time. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*SceneLastPlayedLoader) Prime ¶ added in v0.25.0
func (l *SceneLastPlayedLoader) Prime(key int, value *time.Time) bool
Prime the cache with the provided key and value. If the key already exists, no change is made and false is returned. (To forcefully prime the cache, clear the key first with loader.clear(key).prime(key, value).)
type SceneLastPlayedLoaderConfig ¶ added in v0.25.0
type SceneLastPlayedLoaderConfig struct { // Fetch is a method that provides the data for the loader Fetch func(keys []int) ([]*time.Time, []error) // Wait is how long wait before sending a batch Wait time.Duration // MaxBatch will limit the maximum number of keys to send in one batch, 0 = not limit MaxBatch int }
SceneLastPlayedLoaderConfig captures the config to create a new SceneLastPlayedLoader
type SceneLoader ¶
type SceneLoader struct {
// contains filtered or unexported fields
}
SceneLoader batches and caches requests
func NewSceneLoader ¶
func NewSceneLoader(config SceneLoaderConfig) *SceneLoader
NewSceneLoader creates a new SceneLoader given a fetch, wait, and maxBatch
func (*SceneLoader) Clear ¶
func (l *SceneLoader) Clear(key int)
Clear the value at key from the cache, if it exists
func (*SceneLoader) Load ¶
func (l *SceneLoader) Load(key int) (*models.Scene, error)
Load a Scene by key, batching and caching will be applied automatically
func (*SceneLoader) LoadAll ¶
func (l *SceneLoader) LoadAll(keys []int) ([]*models.Scene, []error)
LoadAll fetches many keys at once. It will be broken into appropriate sized sub batches depending on how the loader is configured
func (*SceneLoader) LoadAllThunk ¶
func (l *SceneLoader) LoadAllThunk(keys []int) func() ([]*models.Scene, []error)
LoadAllThunk returns a function that when called will block waiting for a Scenes. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*SceneLoader) LoadThunk ¶
func (l *SceneLoader) LoadThunk(key int) func() (*models.Scene, error)
LoadThunk returns a function that when called will block waiting for a Scene. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*SceneLoader) Prime ¶
func (l *SceneLoader) Prime(key int, value *models.Scene) bool
Prime the cache with the provided key and value. If the key already exists, no change is made and false is returned. (To forcefully prime the cache, clear the key first with loader.clear(key).prime(key, value).)
type SceneLoaderConfig ¶
type SceneLoaderConfig struct { // Fetch is a method that provides the data for the loader Fetch func(keys []int) ([]*models.Scene, []error) // Wait is how long wait before sending a batch Wait time.Duration // MaxBatch will limit the maximum number of keys to send in one batch, 0 = not limit MaxBatch int }
SceneLoaderConfig captures the config to create a new SceneLoader
type SceneOCountLoader ¶ added in v0.25.0
type SceneOCountLoader struct {
// contains filtered or unexported fields
}
SceneOCountLoader batches and caches requests
func NewSceneOCountLoader ¶ added in v0.25.0
func NewSceneOCountLoader(config SceneOCountLoaderConfig) *SceneOCountLoader
NewSceneOCountLoader creates a new SceneOCountLoader given a fetch, wait, and maxBatch
func (*SceneOCountLoader) Clear ¶ added in v0.25.0
func (l *SceneOCountLoader) Clear(key int)
Clear the value at key from the cache, if it exists
func (*SceneOCountLoader) Load ¶ added in v0.25.0
func (l *SceneOCountLoader) Load(key int) (int, error)
Load a int by key, batching and caching will be applied automatically
func (*SceneOCountLoader) LoadAll ¶ added in v0.25.0
func (l *SceneOCountLoader) LoadAll(keys []int) ([]int, []error)
LoadAll fetches many keys at once. It will be broken into appropriate sized sub batches depending on how the loader is configured
func (*SceneOCountLoader) LoadAllThunk ¶ added in v0.25.0
func (l *SceneOCountLoader) LoadAllThunk(keys []int) func() ([]int, []error)
LoadAllThunk returns a function that when called will block waiting for a ints. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*SceneOCountLoader) LoadThunk ¶ added in v0.25.0
func (l *SceneOCountLoader) LoadThunk(key int) func() (int, error)
LoadThunk returns a function that when called will block waiting for a int. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*SceneOCountLoader) Prime ¶ added in v0.25.0
func (l *SceneOCountLoader) Prime(key int, value int) bool
Prime the cache with the provided key and value. If the key already exists, no change is made and false is returned. (To forcefully prime the cache, clear the key first with loader.clear(key).prime(key, value).)
type SceneOCountLoaderConfig ¶ added in v0.25.0
type SceneOCountLoaderConfig struct { // Fetch is a method that provides the data for the loader Fetch func(keys []int) ([]int, []error) // Wait is how long wait before sending a batch Wait time.Duration // MaxBatch will limit the maximum number of keys to send in one batch, 0 = not limit MaxBatch int }
SceneOCountLoaderConfig captures the config to create a new SceneOCountLoader
type SceneOHistoryLoader ¶ added in v0.25.0
type SceneOHistoryLoader struct {
// contains filtered or unexported fields
}
SceneOHistoryLoader batches and caches requests
func NewSceneOHistoryLoader ¶ added in v0.25.0
func NewSceneOHistoryLoader(config SceneOHistoryLoaderConfig) *SceneOHistoryLoader
NewSceneOHistoryLoader creates a new SceneOHistoryLoader given a fetch, wait, and maxBatch
func (*SceneOHistoryLoader) Clear ¶ added in v0.25.0
func (l *SceneOHistoryLoader) Clear(key int)
Clear the value at key from the cache, if it exists
func (*SceneOHistoryLoader) Load ¶ added in v0.25.0
func (l *SceneOHistoryLoader) Load(key int) ([]time.Time, error)
Load a Time by key, batching and caching will be applied automatically
func (*SceneOHistoryLoader) LoadAll ¶ added in v0.25.0
func (l *SceneOHistoryLoader) LoadAll(keys []int) ([][]time.Time, []error)
LoadAll fetches many keys at once. It will be broken into appropriate sized sub batches depending on how the loader is configured
func (*SceneOHistoryLoader) LoadAllThunk ¶ added in v0.25.0
func (l *SceneOHistoryLoader) LoadAllThunk(keys []int) func() ([][]time.Time, []error)
LoadAllThunk returns a function that when called will block waiting for a Times. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*SceneOHistoryLoader) LoadThunk ¶ added in v0.25.0
func (l *SceneOHistoryLoader) LoadThunk(key int) func() ([]time.Time, error)
LoadThunk returns a function that when called will block waiting for a Time. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*SceneOHistoryLoader) Prime ¶ added in v0.25.0
func (l *SceneOHistoryLoader) Prime(key int, value []time.Time) bool
Prime the cache with the provided key and value. If the key already exists, no change is made and false is returned. (To forcefully prime the cache, clear the key first with loader.clear(key).prime(key, value).)
type SceneOHistoryLoaderConfig ¶ added in v0.25.0
type SceneOHistoryLoaderConfig struct { // Fetch is a method that provides the data for the loader Fetch func(keys []int) ([][]time.Time, []error) // Wait is how long wait before sending a batch Wait time.Duration // MaxBatch will limit the maximum number of keys to send in one batch, 0 = not limit MaxBatch int }
SceneOHistoryLoaderConfig captures the config to create a new SceneOHistoryLoader
type ScenePlayCountLoader ¶ added in v0.25.0
type ScenePlayCountLoader struct {
// contains filtered or unexported fields
}
ScenePlayCountLoader batches and caches requests
func NewScenePlayCountLoader ¶ added in v0.25.0
func NewScenePlayCountLoader(config ScenePlayCountLoaderConfig) *ScenePlayCountLoader
NewScenePlayCountLoader creates a new ScenePlayCountLoader given a fetch, wait, and maxBatch
func (*ScenePlayCountLoader) Clear ¶ added in v0.25.0
func (l *ScenePlayCountLoader) Clear(key int)
Clear the value at key from the cache, if it exists
func (*ScenePlayCountLoader) Load ¶ added in v0.25.0
func (l *ScenePlayCountLoader) Load(key int) (int, error)
Load a int by key, batching and caching will be applied automatically
func (*ScenePlayCountLoader) LoadAll ¶ added in v0.25.0
func (l *ScenePlayCountLoader) LoadAll(keys []int) ([]int, []error)
LoadAll fetches many keys at once. It will be broken into appropriate sized sub batches depending on how the loader is configured
func (*ScenePlayCountLoader) LoadAllThunk ¶ added in v0.25.0
func (l *ScenePlayCountLoader) LoadAllThunk(keys []int) func() ([]int, []error)
LoadAllThunk returns a function that when called will block waiting for a ints. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*ScenePlayCountLoader) LoadThunk ¶ added in v0.25.0
func (l *ScenePlayCountLoader) LoadThunk(key int) func() (int, error)
LoadThunk returns a function that when called will block waiting for a int. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*ScenePlayCountLoader) Prime ¶ added in v0.25.0
func (l *ScenePlayCountLoader) Prime(key int, value int) bool
Prime the cache with the provided key and value. If the key already exists, no change is made and false is returned. (To forcefully prime the cache, clear the key first with loader.clear(key).prime(key, value).)
type ScenePlayCountLoaderConfig ¶ added in v0.25.0
type ScenePlayCountLoaderConfig struct { // Fetch is a method that provides the data for the loader Fetch func(keys []int) ([]int, []error) // Wait is how long wait before sending a batch Wait time.Duration // MaxBatch will limit the maximum number of keys to send in one batch, 0 = not limit MaxBatch int }
ScenePlayCountLoaderConfig captures the config to create a new ScenePlayCountLoader
type ScenePlayHistoryLoader ¶ added in v0.25.0
type ScenePlayHistoryLoader struct {
// contains filtered or unexported fields
}
ScenePlayHistoryLoader batches and caches requests
func NewScenePlayHistoryLoader ¶ added in v0.25.0
func NewScenePlayHistoryLoader(config ScenePlayHistoryLoaderConfig) *ScenePlayHistoryLoader
NewScenePlayHistoryLoader creates a new ScenePlayHistoryLoader given a fetch, wait, and maxBatch
func (*ScenePlayHistoryLoader) Clear ¶ added in v0.25.0
func (l *ScenePlayHistoryLoader) Clear(key int)
Clear the value at key from the cache, if it exists
func (*ScenePlayHistoryLoader) Load ¶ added in v0.25.0
func (l *ScenePlayHistoryLoader) Load(key int) ([]time.Time, error)
Load a Time by key, batching and caching will be applied automatically
func (*ScenePlayHistoryLoader) LoadAll ¶ added in v0.25.0
func (l *ScenePlayHistoryLoader) LoadAll(keys []int) ([][]time.Time, []error)
LoadAll fetches many keys at once. It will be broken into appropriate sized sub batches depending on how the loader is configured
func (*ScenePlayHistoryLoader) LoadAllThunk ¶ added in v0.25.0
func (l *ScenePlayHistoryLoader) LoadAllThunk(keys []int) func() ([][]time.Time, []error)
LoadAllThunk returns a function that when called will block waiting for a Times. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*ScenePlayHistoryLoader) LoadThunk ¶ added in v0.25.0
func (l *ScenePlayHistoryLoader) LoadThunk(key int) func() ([]time.Time, error)
LoadThunk returns a function that when called will block waiting for a Time. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*ScenePlayHistoryLoader) Prime ¶ added in v0.25.0
func (l *ScenePlayHistoryLoader) Prime(key int, value []time.Time) bool
Prime the cache with the provided key and value. If the key already exists, no change is made and false is returned. (To forcefully prime the cache, clear the key first with loader.clear(key).prime(key, value).)
type ScenePlayHistoryLoaderConfig ¶ added in v0.25.0
type ScenePlayHistoryLoaderConfig struct { // Fetch is a method that provides the data for the loader Fetch func(keys []int) ([][]time.Time, []error) // Wait is how long wait before sending a batch Wait time.Duration // MaxBatch will limit the maximum number of keys to send in one batch, 0 = not limit MaxBatch int }
ScenePlayHistoryLoaderConfig captures the config to create a new ScenePlayHistoryLoader
type StudioLoader ¶
type StudioLoader struct {
// contains filtered or unexported fields
}
StudioLoader batches and caches requests
func NewStudioLoader ¶
func NewStudioLoader(config StudioLoaderConfig) *StudioLoader
NewStudioLoader creates a new StudioLoader given a fetch, wait, and maxBatch
func (*StudioLoader) Clear ¶
func (l *StudioLoader) Clear(key int)
Clear the value at key from the cache, if it exists
func (*StudioLoader) Load ¶
func (l *StudioLoader) Load(key int) (*models.Studio, error)
Load a Studio by key, batching and caching will be applied automatically
func (*StudioLoader) LoadAll ¶
func (l *StudioLoader) LoadAll(keys []int) ([]*models.Studio, []error)
LoadAll fetches many keys at once. It will be broken into appropriate sized sub batches depending on how the loader is configured
func (*StudioLoader) LoadAllThunk ¶
func (l *StudioLoader) LoadAllThunk(keys []int) func() ([]*models.Studio, []error)
LoadAllThunk returns a function that when called will block waiting for a Studios. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*StudioLoader) LoadThunk ¶
func (l *StudioLoader) LoadThunk(key int) func() (*models.Studio, error)
LoadThunk returns a function that when called will block waiting for a Studio. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
func (*StudioLoader) Prime ¶
func (l *StudioLoader) Prime(key int, value *models.Studio) bool
Prime the cache with the provided key and value. If the key already exists, no change is made and false is returned. (To forcefully prime the cache, clear the key first with loader.clear(key).prime(key, value).)
type StudioLoaderConfig ¶
type StudioLoaderConfig struct { // Fetch is a method that provides the data for the loader Fetch func(keys []int) ([]*models.Studio, []error) // Wait is how long wait before sending a batch Wait time.Duration // MaxBatch will limit the maximum number of keys to send in one batch, 0 = not limit MaxBatch int }
StudioLoaderConfig captures the config to create a new StudioLoader
type TagLoader ¶
type TagLoader struct {
// contains filtered or unexported fields
}
TagLoader batches and caches requests
func NewTagLoader ¶
func NewTagLoader(config TagLoaderConfig) *TagLoader
NewTagLoader creates a new TagLoader given a fetch, wait, and maxBatch
func (*TagLoader) LoadAll ¶
LoadAll fetches many keys at once. It will be broken into appropriate sized sub batches depending on how the loader is configured
func (*TagLoader) LoadAllThunk ¶
LoadAllThunk returns a function that when called will block waiting for a Tags. This method should be used if you want one goroutine to make requests to many different data loaders without blocking until the thunk is called.
type TagLoaderConfig ¶
type TagLoaderConfig struct { // Fetch is a method that provides the data for the loader Fetch func(keys []int) ([]*models.Tag, []error) // Wait is how long wait before sending a batch Wait time.Duration // MaxBatch will limit the maximum number of keys to send in one batch, 0 = not limit MaxBatch int }
TagLoaderConfig captures the config to create a new TagLoader
Source Files ¶
- dataloaders.go
- fileloader_gen.go
- galleryfileidsloader_gen.go
- galleryloader_gen.go
- imagefileidsloader_gen.go
- imageloader_gen.go
- movieloader_gen.go
- performerloader_gen.go
- scenefileidsloader_gen.go
- scenelastplayedloader_gen.go
- sceneloader_gen.go
- sceneocountloader_gen.go
- sceneohistoryloader_gen.go
- sceneplaycountloader_gen.go
- sceneplayhistoryloader_gen.go
- studioloader_gen.go
- tagloader_gen.go