💯Go Struct and Field validation, including Cross Field, Cross Struct, Map, Slice and Array diving
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validator/validator.go

154 lines
4.2 KiB

/**
* Package validator
*
* MISC:
* - anonymous structs - they don't have names so expect the Struct name within StructErrors to be blank
*
*/
package validator
// Validate implements the Validate Struct
// NOTE: Fields within are not thread safe and that is on purpose
// Functions and Tags should all be predifined before use, so subscribe to the philosiphy
// or make it thread safe on your end
type Validate struct {
config Config
}
// Config contains the options that Validator with use
// passed to the New function
type Config struct {
TagName string
ValidationFuncs map[string]Func
}
// Func accepts all values needed for file and cross field validation
// top = top level struct when validating by struct otherwise nil
// current = current level struct when validating by struct otherwise optional comparison value
// f = field value for validation
// param = parameter used in validation i.e. gt=0 param would be 0
type Func func(top interface{}, current interface{}, f interface{}, param string) bool
// FieldError contains a single field's validation error along
// with other properties that may be needed for error message creation
type FieldError struct {
Field string
// Tag string
// Kind reflect.Kind
// Type reflect.Type
// Param string
// Value interface{}
// IsPlaceholderErr bool
// IsSliceOrArray bool
// IsMap bool
// SliceOrArrayErrs map[int]error // counld be FieldError, StructErrors
// MapErrs map[interface{}]error // counld be FieldError, StructErrors
}
// New creates a new Validate instance for use.
func New(config Config) *Validate {
// structPool = &sync.Pool{New: newStructErrors}
return &Validate{config: config}
}
// Struct validates a struct, even it's nested structs, and returns a struct containing the errors
// NOTE: Nested Arrays, or Maps of structs do not get validated only the Array or Map itself; the reason is that there is no good
// way to represent or report which struct within the array has the error, besides can validate the struct prior to adding it to
// the Array or Map.
func (v *Validate) Struct(s interface{}) map[string]*FieldError {
// var err *FieldError
errs := map[string]*FieldError{}
// errchan := make(chan *FieldError)
// done := make(chan bool)
// wg := &sync.WaitGroup{}
v.structRecursive(s, s, s, 0, errs)
// LOOP:
// for {
// select {
// case err := <-errchan:
// errs[err.Field] = err
// // fmt.Println(err)
// case <-done:
// // fmt.Println("All Done")
// break LOOP
// }
// }
return errs
}
func (v *Validate) structRecursive(top interface{}, current interface{}, s interface{}, depth int, errs map[string]*FieldError) {
errs["Name"] = &FieldError{Field: "Name"}
if depth < 3 {
// wg.Add(1)
v.structRecursive(s, s, s, depth+1, errs)
}
// wg.Wait()
// if depth == 0 {
// // wg.Wait()
// done <- true
// // return
// } else {
// // wg.Done()
// }
}
// // Struct validates a struct, even it's nested structs, and returns a struct containing the errors
// // NOTE: Nested Arrays, or Maps of structs do not get validated only the Array or Map itself; the reason is that there is no good
// // way to represent or report which struct within the array has the error, besides can validate the struct prior to adding it to
// // the Array or Map.
// func (v *Validate) Struct(s interface{}) map[string]*FieldError {
// // var err *FieldError
// errs := map[string]*FieldError{}
// errchan := make(chan *FieldError)
// done := make(chan bool)
// // wg := &sync.WaitGroup{}
// go v.structRecursive(s, s, s, 0, errchan, done)
// LOOP:
// for {
// select {
// case err := <-errchan:
// errs[err.Field] = err
// // fmt.Println(err)
// case <-done:
// // fmt.Println("All Done")
// break LOOP
// }
// }
// return errs
// }
// func (v *Validate) structRecursive(top interface{}, current interface{}, s interface{}, depth int, errs chan *FieldError, done chan bool) {
// errs <- &FieldError{Field: "Name"}
// if depth < 1 {
// // wg.Add(1)
// v.structRecursive(s, s, s, depth+1, errs, done)
// }
// // wg.Wait()
// if depth == 0 {
// // wg.Wait()
// done <- true
// // return
// } else {
// // wg.Done()
// }
// }