Compare commits

..

No commits in common. "78337988bd7e2a3d004a6f83e72eb0ddc4951084" and "d6feb408ce8e52b1cca103d499f68c2d8ba0c7e6" have entirely different histories.

19 changed files with 89 additions and 155 deletions

View File

@ -4,7 +4,6 @@ import (
"context"
"errors"
"path/filepath"
"runtime"
"sync"
"sync/atomic"
@ -31,19 +30,17 @@ var resultChanPool = sync.Pool{
},
}
// LuaRunner runs Lua scripts using multiple Lua states in a round-robin fashion
// LuaRunner runs Lua scripts using a single Lua state
type LuaRunner struct {
states []*luajit.State // Multiple Lua states for parallel execution
jobQueues []chan job // Each state has its own job queue
workerCount int // Number of worker states (default 4)
nextWorker int32 // Atomic counter for round-robin distribution
state *luajit.State // The Lua state
jobQueue chan job // Channel for incoming jobs
isRunning atomic.Bool // Flag indicating if the runner is active
mu sync.RWMutex // Mutex for thread safety
wg sync.WaitGroup // WaitGroup for clean shutdown
initFunc StateInitFunc // Optional function to initialize Lua states
bufferSize int // Size of each job queue buffer
initFunc StateInitFunc // Optional function to initialize Lua state
bufferSize int // Size of the job queue buffer
moduleLoader *NativeModuleLoader // Native module loader for require
sandboxes []*Sandbox // Sandbox for each state
sandbox *Sandbox // The sandbox environment
debug bool // Enable debug logging
}
@ -83,22 +80,13 @@ func WithDebugEnabled() RunnerOption {
}
}
// WithWorkerCount sets the number of worker states (min 1)
func WithWorkerCount(count int) RunnerOption {
return func(r *LuaRunner) {
if count > 0 {
r.workerCount = count
}
}
}
// NewRunner creates a new LuaRunner with multiple worker states
// NewRunner creates a new LuaRunner
func NewRunner(options ...RunnerOption) (*LuaRunner, error) {
// Default configuration
runner := &LuaRunner{
bufferSize: 10,
workerCount: runtime.GOMAXPROCS(0),
debug: false,
bufferSize: 10, // Default buffer size
sandbox: NewSandbox(),
debug: false,
}
// Apply options
@ -106,10 +94,9 @@ func NewRunner(options ...RunnerOption) (*LuaRunner, error) {
opt(runner)
}
// Initialize states and job queues
runner.states = make([]*luajit.State, runner.workerCount)
runner.jobQueues = make([]chan job, runner.workerCount)
runner.sandboxes = make([]*Sandbox, runner.workerCount)
// Create job queue
runner.jobQueue = make(chan job, runner.bufferSize)
runner.isRunning.Store(true)
// Set up module loader if not already initialized
if runner.moduleLoader == nil {
@ -120,28 +107,14 @@ func NewRunner(options ...RunnerOption) (*LuaRunner, error) {
runner.moduleLoader = NewNativeModuleLoader(requireConfig)
}
// Create job queues and initialize states
for i := 0; i < runner.workerCount; i++ {
// Create job queue
runner.jobQueues[i] = make(chan job, runner.bufferSize)
// Create sandbox
runner.sandboxes[i] = NewSandbox()
// Initialize state
if err := runner.initState(i, true); err != nil {
// Clean up if initialization fails
runner.Close()
return nil, err
}
// Start worker goroutine
runner.wg.Add(1)
go runner.processJobs(i)
// Initialize Lua state
if err := runner.initState(true); err != nil {
return nil, err
}
runner.isRunning.Store(true)
runner.nextWorker = 0
// Start the event loop
runner.wg.Add(1)
go runner.processJobs()
return runner, nil
}
@ -153,17 +126,17 @@ func (r *LuaRunner) debugLog(format string, args ...interface{}) {
}
}
// initState initializes or reinitializes a specific Lua state
func (r *LuaRunner) initState(workerIndex int, initial bool) error {
r.debugLog("Initializing Lua state %d (initial=%v)", workerIndex, initial)
// initState initializes or reinitializes the Lua state
func (r *LuaRunner) initState(initial bool) error {
r.debugLog("Initializing Lua state (initial=%v)", initial)
// Clean up existing state if there is one
if r.states[workerIndex] != nil {
r.debugLog("Cleaning up existing state %d", workerIndex)
if r.state != nil {
r.debugLog("Cleaning up existing state")
// Always call Cleanup before Close to properly free function pointers
r.states[workerIndex].Cleanup()
r.states[workerIndex].Close()
r.states[workerIndex] = nil
r.state.Cleanup()
r.state.Close()
r.state = nil
}
// Create fresh state
@ -171,25 +144,25 @@ func (r *LuaRunner) initState(workerIndex int, initial bool) error {
if state == nil {
return errors.New("failed to create Lua state")
}
r.debugLog("Created new Lua state %d", workerIndex)
r.debugLog("Created new Lua state")
// Set up require paths and mechanism
if err := r.moduleLoader.SetupRequire(state); err != nil {
r.debugLog("Failed to set up require for state %d: %v", workerIndex, err)
r.debugLog("Failed to set up require: %v", err)
state.Cleanup()
state.Close()
return ErrInitFailed
}
r.debugLog("Require system initialized for state %d", workerIndex)
r.debugLog("Require system initialized")
// Initialize all core modules from the registry
if err := GlobalRegistry.Initialize(state); err != nil {
r.debugLog("Failed to initialize core modules for state %d: %v", workerIndex, err)
r.debugLog("Failed to initialize core modules: %v", err)
state.Cleanup()
state.Close()
return ErrInitFailed
}
r.debugLog("Core modules initialized for state %d", workerIndex)
r.debugLog("Core modules initialized")
// Check if http module is properly registered
testResult, err := state.ExecuteWithResult(`
@ -201,42 +174,42 @@ func (r *LuaRunner) initState(workerIndex int, initial bool) error {
end
`)
if err != nil || testResult != true {
r.debugLog("HTTP module verification failed for state %d: %v, result: %v", workerIndex, err, testResult)
r.debugLog("HTTP module verification failed: %v, result: %v", err, testResult)
} else {
r.debugLog("HTTP module verified OK for state %d", workerIndex)
r.debugLog("HTTP module verified OK")
}
// Verify __http_request function
testResult, _ = state.ExecuteWithResult(`return type(__http_request)`)
r.debugLog("__http_request function for state %d is of type: %v", workerIndex, testResult)
r.debugLog("__http_request function is of type: %v", testResult)
// Set up sandbox after core modules are initialized
if err := r.sandboxes[workerIndex].Setup(state); err != nil {
r.debugLog("Failed to set up sandbox for state %d: %v", workerIndex, err)
if err := r.sandbox.Setup(state); err != nil {
r.debugLog("Failed to set up sandbox: %v", err)
state.Cleanup()
state.Close()
return ErrInitFailed
}
r.debugLog("Sandbox environment set up for state %d", workerIndex)
r.debugLog("Sandbox environment set up")
// Preload all modules into package.loaded
if err := r.moduleLoader.PreloadAllModules(state); err != nil {
r.debugLog("Failed to preload modules for state %d: %v", workerIndex, err)
r.debugLog("Failed to preload modules: %v", err)
state.Cleanup()
state.Close()
return errors.New("failed to preload modules")
}
r.debugLog("All modules preloaded for state %d", workerIndex)
r.debugLog("All modules preloaded")
// Run init function if provided
if r.initFunc != nil {
if err := r.initFunc(state); err != nil {
r.debugLog("Custom init function failed for state %d: %v", workerIndex, err)
r.debugLog("Custom init function failed: %v", err)
state.Cleanup()
state.Close()
return ErrInitFailed
}
r.debugLog("Custom init function completed for state %d", workerIndex)
r.debugLog("Custom init function completed")
}
// Test for HTTP module again after full initialization
@ -249,31 +222,31 @@ func (r *LuaRunner) initState(workerIndex int, initial bool) error {
end
`)
if err != nil || testResult != true {
r.debugLog("Final HTTP module verification failed for state %d: %v, result: %v", workerIndex, err, testResult)
r.debugLog("Final HTTP module verification failed: %v, result: %v", err, testResult)
} else {
r.debugLog("Final HTTP module verification OK for state %d", workerIndex)
r.debugLog("Final HTTP module verification OK")
}
r.states[workerIndex] = state
r.debugLog("State %d initialization complete", workerIndex)
r.state = state
r.debugLog("State initialization complete")
return nil
}
// processJobs handles the job queue for a specific worker
func (r *LuaRunner) processJobs(workerIndex int) {
// processJobs handles the job queue
func (r *LuaRunner) processJobs() {
defer r.wg.Done()
defer func() {
if r.states[workerIndex] != nil {
r.debugLog("Cleaning up Lua state %d in processJobs", workerIndex)
r.states[workerIndex].Cleanup()
r.states[workerIndex].Close()
r.states[workerIndex] = nil
if r.state != nil {
r.debugLog("Cleaning up Lua state in processJobs")
r.state.Cleanup()
r.state.Close()
r.state = nil
}
}()
for job := range r.jobQueues[workerIndex] {
for job := range r.jobQueue {
// Execute the job and send result
result := r.executeJob(workerIndex, job)
result := r.executeJob(job)
select {
case job.Result <- result:
// Result sent successfully
@ -284,7 +257,7 @@ func (r *LuaRunner) processJobs(workerIndex int) {
}
// executeJob runs a script in the sandbox environment
func (r *LuaRunner) executeJob(workerIndex int, j job) JobResult {
func (r *LuaRunner) executeJob(j job) JobResult {
// If the job has a script path, update script dir for module resolution
if j.ScriptPath != "" {
r.mu.Lock()
@ -299,16 +272,14 @@ func (r *LuaRunner) executeJob(workerIndex int, j job) JobResult {
}
r.mu.RLock()
state := r.states[workerIndex]
sandbox := r.sandboxes[workerIndex]
r.mu.RUnlock()
defer r.mu.RUnlock()
if state == nil {
if r.state == nil {
return JobResult{nil, errors.New("lua state is not initialized")}
}
// Execute in sandbox
value, err := sandbox.Execute(state, j.Bytecode, ctx)
value, err := r.sandbox.Execute(r.state, j.Bytecode, ctx)
return JobResult{value, err}
}
@ -340,14 +311,10 @@ func (r *LuaRunner) RunWithContext(ctx context.Context, bytecode []byte, execCtx
Result: resultChan,
}
// Choose worker in round-robin fashion
workerIndex := int(atomic.AddInt32(&r.nextWorker, 1) % int32(r.workerCount))
// Submit job with context
select {
case r.jobQueues[workerIndex] <- j:
case r.jobQueue <- j:
// Job submitted
r.debugLog("Job submitted to worker %d", workerIndex)
case <-ctx.Done():
// Return the channel to the pool before exiting
resultChanPool.Put(resultChan)
@ -386,15 +353,9 @@ func (r *LuaRunner) Close() error {
}
r.isRunning.Store(false)
close(r.jobQueue)
// Close all job queues
for i := 0; i < r.workerCount; i++ {
if r.jobQueues[i] != nil {
close(r.jobQueues[i])
}
}
// Wait for all workers to finish
// Wait for event loop to finish
r.wg.Wait()
return nil
@ -407,90 +368,63 @@ func (r *LuaRunner) NotifyFileChanged(filePath string) bool {
r.mu.Lock()
defer r.mu.Unlock()
// Reset all states on file changes
success := true
for i := 0; i < r.workerCount; i++ {
err := r.initState(i, false)
if err != nil {
r.debugLog("Failed to reinitialize state %d: %v", i, err)
success = false
} else {
r.debugLog("State %d successfully reinitialized", i)
}
// Reset the entire state on file changes
err := r.initState(false)
if err != nil {
r.debugLog("Failed to reinitialize state: %v", err)
return false
}
return success
r.debugLog("State successfully reinitialized")
return true
}
// ResetModuleCache clears non-core modules from package.loaded in all states
// ResetModuleCache clears non-core modules from package.loaded
func (r *LuaRunner) ResetModuleCache() {
if r.moduleLoader != nil {
r.debugLog("Resetting module cache in all states")
r.mu.RLock()
defer r.mu.RUnlock()
for i := 0; i < r.workerCount; i++ {
if r.states[i] != nil {
r.moduleLoader.ResetModules(r.states[i])
}
}
r.debugLog("Resetting module cache")
r.moduleLoader.ResetModules(r.state)
}
}
// ReloadAllModules reloads all modules into package.loaded in all states
// ReloadAllModules reloads all modules into package.loaded
func (r *LuaRunner) ReloadAllModules() error {
if r.moduleLoader != nil {
r.debugLog("Reloading all modules in all states")
r.mu.RLock()
defer r.mu.RUnlock()
for i := 0; i < r.workerCount; i++ {
if r.states[i] != nil {
if err := r.moduleLoader.PreloadAllModules(r.states[i]); err != nil {
return err
}
}
}
r.debugLog("Reloading all modules")
return r.moduleLoader.PreloadAllModules(r.state)
}
return nil
}
// RefreshModuleByName invalidates a specific module in package.loaded in all states
// RefreshModuleByName invalidates a specific module in package.loaded
func (r *LuaRunner) RefreshModuleByName(modName string) bool {
r.mu.RLock()
defer r.mu.RUnlock()
success := true
for i := 0; i < r.workerCount; i++ {
if r.states[i] != nil {
r.debugLog("Refreshing module %s in state %d", modName, i)
if err := r.states[i].DoString(`package.loaded["` + modName + `"] = nil`); err != nil {
success = false
}
if r.state != nil {
r.debugLog("Refreshing module: %s", modName)
if err := r.state.DoString(`package.loaded["` + modName + `"] = nil`); err != nil {
return false
}
return true
}
return success
return false
}
// AddModule adds a module to all sandbox environments
// AddModule adds a module to the sandbox environment
func (r *LuaRunner) AddModule(name string, module any) {
r.debugLog("Adding module %s to all sandboxes", name)
for i := 0; i < r.workerCount; i++ {
r.sandboxes[i].AddModule(name, module)
}
r.debugLog("Adding module: %s", name)
r.sandbox.AddModule(name, module)
}
// GetModuleCount returns the number of loaded modules in the first state
// GetModuleCount returns the number of loaded modules
func (r *LuaRunner) GetModuleCount() int {
r.mu.RLock()
defer r.mu.RUnlock()
count := 0
// Get module count from the first Lua state
if r.states[0] != nil {
// Get module count from Lua
if r.state != nil {
// Execute a Lua snippet to count modules
if res, err := r.states[0].ExecuteWithResult(`
if res, err := r.state.ExecuteWithResult(`
local count = 0
for _ in pairs(package.loaded) do
count = count + 1