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state.go
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state.go
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package state
import (
"sync"
"github.com/spf13/cast"
)
const (
Set = "Set"
Append = "Append"
)
type StateMod struct {
Action string
Key string
Value string
}
type State struct {
data sync.Map
mods []StateMod
mu sync.RWMutex
facade *Facade
}
func NewState() *State {
state := &State{
data: sync.Map{},
mods: make([]StateMod, 0),
}
state.facade = NewFacade(state)
return state
}
func (s *State) Facade() *Facade {
return s.facade
}
func (s *State) Set(k string, v interface{}) {
s.mu.Lock()
defer s.mu.Unlock()
s.mods = append(s.mods, StateMod{
Key: k,
Action: Set,
Value: cast.ToString(v),
})
s.facade.set(k, v)
}
func (s *State) Append(k string, v interface{}) {
s.mu.Lock()
defer s.mu.Unlock()
s.mods = append(s.mods, StateMod{
Key: k,
Action: Append,
Value: cast.ToString(v),
})
s.facade.append(k, v)
}
func (s *State) Dump() []StateMod {
s.mu.Lock()
defer s.mu.Unlock()
defer func() {
s.mods = nil
}()
return s.mods
}
func (s *State) Data() map[string]string {
data := make(map[string]string)
s.data.Range(func(key, value interface{}) bool {
data[cast.ToString(key)] = cast.ToString(value)
return true
})
return data
}
func (s *State) Update(data map[string]string) {
for k, v := range data {
s.data.Store(k, v)
}
s.facade.update(data)
}
func (s *State) Int(key string) int {
v, ok := s.data.Load(key)
if !ok {
return 0
}
return cast.ToInt(v)
}
func (s *State) Int64(key string) int64 {
v, ok := s.data.Load(key)
if !ok {
return 0
}
return cast.ToInt64(v)
}
func (s *State) Float64(key string) float64 {
v, ok := s.data.Load(key)
if !ok {
return 0
}
return cast.ToFloat64(v)
}
func (s *State) String(key string) string {
v, ok := s.data.Load(key)
if !ok {
return ""
}
return cast.ToString(v)
}
func (s *State) Bool(key string) bool {
v, ok := s.data.Load(key)
if !ok {
return false
}
return cast.ToBool(v)
}
type Facade struct {
data sync.Map
state *State
}
func NewFacade(state *State) *Facade {
return &Facade{
data: sync.Map{},
state: state,
}
}
func (f *Facade) Facade() *Facade {
return f
}
func (f *Facade) Set(k string, v interface{}) {
f.state.Set(k, v)
}
func (f *Facade) set(k string, v interface{}) {
f.data.Store(k, v)
}
func (f *Facade) Append(k string, v interface{}) {
f.state.Append(k, v)
}
func (f *Facade) append(k string, v interface{}) {
if _, ok := f.data.Load(k); !ok {
f.data.Store(k, "0")
}
vOrigin, _ := f.data.Load(k)
f.data.Store(k, cast.ToString(cast.ToFloat64(vOrigin)+cast.ToFloat64(v)))
}
func (f *Facade) Dump() []StateMod {
return f.state.Dump()
}
func (f *Facade) Data() map[string]string {
data := make(map[string]string)
f.data.Range(func(key, value interface{}) bool {
data[cast.ToString(key)] = cast.ToString(value)
return true
})
return data
}
func (f *Facade) Update(data map[string]string) {
f.state.Update(data)
}
func (f *Facade) update(data map[string]string) {
for k, v := range data {
f.data.Store(k, v)
}
}
func (f *Facade) Int(key string) int {
v, ok := f.data.Load(key)
if !ok {
return 0
}
return cast.ToInt(v)
}
func (f *Facade) Int64(key string) int64 {
v, ok := f.data.Load(key)
if !ok {
return 0
}
return cast.ToInt64(v)
}
func (f *Facade) Float64(key string) float64 {
v, ok := f.data.Load(key)
if !ok {
return 0
}
return cast.ToFloat64(v)
}
func (f *Facade) String(key string) string {
v, ok := f.data.Load(key)
if !ok {
return ""
}
return cast.ToString(v)
}
func (f *Facade) Bool(key string) bool {
v, ok := f.data.Load(key)
if !ok {
return false
}
return cast.ToBool(v)
}
func (f *Facade) Value(key string) interface{} {
v, ok := f.data.Load(key)
if !ok {
return nil
}
return v
}