feat: update sticky#38
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andreas-karlsson
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I left a few comments, but didn't really check the materialization logic, it's too dense to follow, but I trust it's doing the right thing! 🙂
| use core::marker::PhantomData; | ||
| use fastmurmur3::murmur3_x64_128; | ||
| use std::collections::{HashMap, HashSet}; | ||
| use std::collections::{BTreeMap, HashMap, HashSet}; |
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Why a BTreeMap? Do we still have protos configured to use btrees?
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yeah .. seems like it.
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| message MaterializationContext { | ||
| map<string, MaterializationInfo> unit_materialization_info = 1; | ||
| message MaterializationMap { |
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Why changing name to Map instead of Context?
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because it's a map and just thought to remove an unnecessary nested object , and that's how it works also in shadow resolver and flags resolver. so used the same type.
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| // Context about the materialization required for the resolve | ||
| MaterializationContext materialization_context = 7; | ||
| map<string, MaterializationMap> materializations_per_unit = 2; |
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Isn't it a problem that we can't differentiate between an empty map and not set? I.e. how does the resolver know if we have fetched everything, but it was empty OR we haven't fetched?
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we will return the default object for materialization info, and set unit_in_info to false.
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