我有一个相当大的数据库(每个大约有一百万个密钥的5个dbs),每个密钥都有一个环境命名空间。例如:"datamine::production::crosswalk==foobar"
我需要将开发环境与从生产RDB快照复制的数据同步。
所以我要做的是批量重命名每个键,将命名空间从datamine::production
更改为datamine::development
。有没有一种好的方法来实现这个目标?
keys "datamine::production*"
的redis-cli命令,管道输入sed,然后返回redis-cli
。这需要永远,并且由于某种原因在许多键上进行炸弹(偶尔将几个键合在同一行中)。我更喜欢更好的选择。
在.rdb文件上进行Perl搜索/替换。我的本地redis-server flat拒绝加载修改后的RDB。
答案 0 :(得分:3)
好的,这是我为解决这个问题而编写的脚本。它需要“Redis”宝石。希望其他人觉得这很有用......
#!/usr/bin/env ruby
# A script to translate the current redis database into a namespace for another environment
# GWI's Redis keys are namespaced as "datamine::production", "datamine::development", etc.
# This script connects to redis and translates these key names in-place.
#
# This script does not use Rails, but needs the "redis" gem available
require 'Benchmark'
require 'Redis'
FROM_NAMESPACE = "production"
TO_NAMESPACE = "development"
NAMESPACE_PREFIX = "datamine::"
REDIS_SERVER = "localhost"
REDIS_PORT = "6379"
REDIS_DBS = [0,1,2,3,4,5]
redis = Redis.new(host: REDIS_SERVER, port: REDIS_PORT, timeout: 30)
REDIS_DBS.each do |redis_db|
redis.select(redis_db)
puts "Translating db ##{redis_db}..."
seconds = Benchmark.realtime do
dbsize = redis.dbsize.to_f
inc_threshold = (dbsize/100.0).round
i = 0
old_keys = redis.keys("#{NAMESPACE_PREFIX}#{FROM_NAMESPACE}*")
old_keys.each do |old_key|
new_key = old_key.gsub(FROM_NAMESPACE, TO_NAMESPACE)
redis.rename(old_key, new_key)
print "#{((i/dbsize)*100.0).round}% complete\r" if (i % inc_threshold == 0) # on whole # % only
i += 1
end
end
puts "\nDone. It took #{seconds} seconds"
end
答案 1 :(得分:1)
我有一个有效的解决方案:
#!/usr/bin/env python3
import tkinter as tk
# --- constants --- (UPPER_CASE names)
DISPLAY_WIDHT = 800
DISPLAY_HEIGHT = 600
# --- classes --- (CamelCase names)
#class Player():
# pass
#class BlueEnemy():
# pass
# --- functions --- (lower_case names)
def move_a(event):
# don't move if gama paused
if not game_paused:
canvas.coords(a, event.x-50, event.y-50, event.x+50, event.y+50)
def move_b():
# inform function to use external/global variable
# because we use `=` to change its value
global b_speed_x
global b_speed_y
global b_direction
# don't move if gama paused
if not game_paused:
canvas.move(b, b_speed_x, b_speed_y)
# get current position
x1, y1, x2, y2 = canvas.coords(b)
if b_direction == 'down':
if y2 >= DISPLAY_HEIGHT:
b_direction = 'right'
b_speed_x = 5
b_speed_y = 0
elif b_direction == 'up':
if y1 <= 0:
b_direction = 'left'
b_speed_x = -5
b_speed_y = 0
elif b_direction == 'right':
if x2 >= DISPLAY_WIDHT:
b_direction = 'up'
b_speed_x = 0
b_speed_y = -5
elif b_direction == 'left':
if x1 <= 0:
b_direction = 'down'
b_speed_x = 0
b_speed_y = 5
# move again after 25 ms (0.025s)
root.after(25, move_b)
def pause(event):
global game_paused
# change True/False
game_paused = not game_paused
if game_paused:
# center text on canvas
canvas.coords(text_pause, DISPLAY_WIDHT//2, DISPLAY_HEIGHT//2)
else:
# move text somewhere outside canvas
canvas.coords(text_pause, -1000, -1000)
# --- main --- (lower_case names)
# init
root = tk.Tk()
# key `p` pause game
game_paused = False
root.bind('p', pause)
# create canvas
canvas = tk.Canvas(root, width=DISPLAY_WIDHT, height=DISPLAY_HEIGHT)
canvas.pack()
# create objects
a = canvas.create_rectangle(0, 0, 100, 100, fill='red')
b = canvas.create_rectangle(0, 0, 100, 100, fill='blue')
# create global variables
b_direction = 'down'
b_speed_x = 0
b_speed_y = 5
# start moving `a` with mouse
canvas.bind("<Motion>", move_a)
# start moving `b` automatically
move_b()
# create text somewhere outside canvas - so it will be "invisible"
text_pause = canvas.create_text(-1000, -1000, text="PAUSED", font=(50,))
# start program
root.mainloop()
最后两个参数分别是旧前缀和新前缀。