I’m new to multithreaded programming. How would some other thread create it? Like what’s the real-world scenario?
I think I had that in a few attempts, I can’t remember why I removed it. Thanks for pointing this out.
I managed to get this working, but there has to be a better way. How else could I write this?
pub async fn insert_or_return_user(
db: &DbConn,
partial_user: Auth0UserPart,
) -> Result {
let user = users::ActiveModel {
email: Set(partial_user.email.to_owned()),
email_verified: Set(partial_user.email_verified.to_owned()),
auth0_sub: Set(partial_user.sub.to_owned()),
..Default::default()
};
let result = user.clone().insert(db).await;
match result {
Ok(u) => {
println!("{u:#?}");
Ok(u.try_into_model().unwrap() as UsersModel)
}
Err(error) => {
let user = Users::find()
.filter(users::Column::Auth0Sub.eq(&partial_user.sub))
.one(db)
.await?;
Ok(user.unwrap() as UsersModel)
}
}
}
It should be wrapped in an array, not an object. Then it’s valid. The problem was that I was trying to use an enum.
Yes, that’s what I meant, but no I can’t edit it :/
I got the response wrong, here’s what I’m using that isn’t working:
enum NationResponse {
Nation(Nation),
People(Vec),
}
Why the heck can’t I edit the original post after a comment is made?
Oh man, I didn’t know debug_handler existed. Sure enough I had a missing derived attribute… not sure how but Serde serialize and deserialize were missing, so when I was trying to return Ok(Json(army)) it was failing. Thanks so much!
Thanks for the reply! I don’t know what you mean by extensions, but the state is literally just the DB connection:
struct AppState { conn: DatabaseConnection, }
Async I have a handle on, but I’ll take a look at the others for sure.
Nice, thanks… looking into these now.
🤔 I thought lazy_static was deprecated in favor of one_cell
One for now, theoretically many later.
Nice I’ve never used Rc. Maybe now’s my chance to look into it.
🤯 that’s how it should be. I’m sick of shenanigans.
I haven’t tried it with Deno. Is it less of a pain to get started with project s that use TS than node?
Also, move out special types to types.rs, error types to errors.rs to keep the area with the actual algorithms more clear.
Ok this is totally something my code base needs. Very actionable feedback.
And yeah that’s one of the things I love about rust; it will tell me everywhere things are out of wack. It’s such a different experience from back when I had large JavaScript code bases. Make changes and pray lol.
This is really good to hear, I don’t think I’m as far off base as I thought; maybe I’ve been over thinking it a bit. And thanks for that refactoring resource. I’m very big into making my TS code clean and maintainable. I’m just thrown off a bit with the new paradigm.
Indeed it does haha, thanks