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fix: delete thumbnails of clips along with clips themselves #6
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WalkthroughThe changes enhance the clip cleanup process in the Changes
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Actionable comments posted: 0
🧹 Outside diff range and nitpick comments (5)
src/main/fsOperations.ts (2)
33-42
: LGTM! Consider minor optimization for clip deletion.The changes effectively implement the cleanup process for games and associated clips. The order of operations (deleting clips before games) maintains referential integrity.
Consider using a single database operation to delete both clips and games:
if (gamesToDelete.length > 0) { await prisma.$transaction([ prisma.clip.deleteMany({ where: { gameName: { in: gamesToDelete } } }), prisma.game.deleteMany({ where: { name: { in: gamesToDelete } } }) ]); }This approach could potentially improve performance by reducing the number of database calls.
71-77
: LGTM! Consider adding error handling for thumbnail deletion.The new code effectively implements the cleanup process for thumbnail files associated with deleted clips, aligning with the PR objective.
Consider adding error handling for the thumbnail deletion process:
for (const delClip of clipsToDelete) { const thumbPath = path.join(settings.gameFolder, 'thumbs', delClip + '.jpg') if (fs.existsSync(thumbPath)) { try { fs.unlinkSync(thumbPath) } catch (error) { log.error(`Failed to delete thumbnail for ${delClip}: ${error}`) } } }This will ensure that the process continues even if a single thumbnail deletion fails, and it will log any errors for debugging purposes.
src/main/clipOperations.ts (3)
60-64
: Approve changes with a minor suggestion for consistency.The added code successfully implements the deletion of thumbnail files when the original clip is removed, which aligns with the PR objective. Good job on including the existence check before attempting to delete the thumbnail.
For consistency with the clip deletion, consider moving the thumbnail deletion logic into a separate function. This would make the code more modular and easier to maintain. For example:
function deleteThumbnail(settings: AppSettings, clip: Clip) { const thumbPath = path.join(settings.gameFolder, 'thumbs', clip.filename + '.jpg') if (fs.existsSync(thumbPath)) { fs.unlinkSync(thumbPath) } } // Then in cutClip: if (reqData.removeOriginal) { fs.unlinkSync(oldClipPath) deleteThumbnail(settings, clip) await prisma.clip.delete({ where: { id: clipId } }) }This approach would also make it easier to reuse the thumbnail deletion logic in other parts of the codebase if needed.
123-127
: Approve changes with a suggestion for code reuse.The added code successfully implements the deletion of thumbnail files when deleting a clip, which aligns with the PR objective. Good job on including the existence check before attempting to delete the thumbnail.
To improve code reuse and maintainability, consider extracting the thumbnail deletion logic into a separate function that can be used by both
cutClip
anddeleteClip
. This would reduce duplication and make future updates easier. For example:function deleteThumbnail(settings: AppSettings, clip: Clip) { const thumbPath = path.join(settings.gameFolder, 'thumbs', clip.filename + '.jpg') if (fs.existsSync(thumbPath)) { fs.unlinkSync(thumbPath) } } // Then in deleteClip: fs.unlinkSync(path.join(settings.gameFolder, clip.gameName, clip.filename)) deleteThumbnail(settings, clip) await prisma.clip.delete({ where: { id: clipId } })This refactoring would make the code more DRY (Don't Repeat Yourself) and easier to maintain.
Line range hint
1-190
: Overall improvement suggestion for thumbnail handling.The changes successfully implement the deletion of thumbnail files along with their corresponding clips in both the
cutClip
anddeleteClip
functions. This addresses the PR objective effectively.To further improve the code, consider the following suggestions:
- Extract the thumbnail deletion logic into a separate function to promote code reuse and maintainability.
- Create a utility function for constructing thumbnail paths to ensure consistency across the codebase.
- Consider adding a configuration option for the thumbnail file extension (currently hardcoded as '.jpg') to make the code more flexible.
Here's an example of how these improvements could be implemented:
// At the top of the file const THUMBNAIL_EXTENSION = '.jpg' // Could be moved to a config file function getThumbnailPath(settings: AppSettings, clip: Clip): string { return path.join(settings.gameFolder, 'thumbs', clip.filename + THUMBNAIL_EXTENSION) } function deleteThumbnail(settings: AppSettings, clip: Clip): void { const thumbPath = getThumbnailPath(settings, clip) if (fs.existsSync(thumbPath)) { fs.unlinkSync(thumbPath) } } // Then use these functions in cutClip and deleteClipThese changes would make the code more modular, easier to maintain, and more consistent in its handling of thumbnails.
📜 Review details
Configuration used: CodeRabbit UI
Review profile: CHILL
📒 Files selected for processing (2)
- src/main/clipOperations.ts (2 hunks)
- src/main/fsOperations.ts (2 hunks)
🧰 Additional context used
🔇 Additional comments (1)
src/main/fsOperations.ts (1)
Line range hint
1-150
: Summary: Implementation effectively addresses PR objectiveThe changes in this file successfully implement the deletion of thumbnails along with clips, as per the PR objective. The code maintains data integrity and includes appropriate checks before deletions. Minor optimization suggestions were provided for potential performance improvements and error handling.
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Actionable comments posted: 1
🧹 Outside diff range and nitpick comments (1)
src/renderer/src/components/Header.vue (1)
60-61
: LGTM: Computed property for app version implemented correctly.The
appVersion
computed property correctly retrieves the version from the electron environment and formats it consistently. This implementation allows for easy updates when the version changes.Consider adding a comment explaining the source of
npm_package_version
for better code maintainability:const appVersion = computed(() => `v${window.electron.process.env.npm_package_version} | BETA`) +// npm_package_version is automatically set by Electron from package.json
📜 Review details
Configuration used: CodeRabbit UI
Review profile: CHILL
📒 Files selected for processing (2)
- package.json (1 hunks)
- src/renderer/src/components/Header.vue (2 hunks)
✅ Files skipped from review due to trivial changes (1)
- package.json
🧰 Additional context used
🔇 Additional comments (1)
src/renderer/src/components/Header.vue (1)
5-5
: LGTM: Dynamic version display implemented correctly.The Badge component now uses the
appVersion
computed property, allowing for dynamic updating of the version displayed in the UI. This is a good practice and aligns with the PR objective of improving version display functionality.
const appVersion = computed(() => `v${window.electron.process.env.npm_package_version} | BETA`) | ||
|
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🛠️ Refactor suggestion
Consider adding error handling for robustness.
While the implementation is correct, it might be beneficial to add error handling in case npm_package_version
is undefined. This would make the code more robust and prevent potential runtime errors.
Consider updating the computed property as follows:
-const appVersion = computed(() => `v${window.electron.process.env.npm_package_version} | BETA`)
+const appVersion = computed(() => {
+ const version = window.electron.process.env.npm_package_version || 'unknown'
+ return `v${version} | BETA`
+})
This change ensures that even if npm_package_version
is undefined, the UI will still display a valid string.
📝 Committable suggestion
‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.
const appVersion = computed(() => `v${window.electron.process.env.npm_package_version} | BETA`) | |
const appVersion = computed(() => { | |
const version = window.electron.process.env.npm_package_version || 'unknown' | |
return `v${version} | BETA` | |
}) |
Summary by CodeRabbit
New Features
Bug Fixes