Moonshark/core/runner/ModuleLoader.go
2025-04-04 10:49:16 -05:00

501 lines
12 KiB
Go

package runner
import (
"os"
"path/filepath"
"strings"
"sync"
luajit "git.sharkk.net/Sky/LuaJIT-to-Go"
"git.sharkk.net/Sky/Moonshark/core/logger"
)
// ModuleConfig holds configuration for Lua's module loading system
type ModuleConfig struct {
ScriptDir string // Base directory for script being executed
LibDirs []string // Additional library directories
}
// ModuleInfo stores information about a loaded module
type ModuleInfo struct {
Name string
Path string
IsCore bool
Bytecode []byte
}
// ModuleLoader manages module loading and caching
type ModuleLoader struct {
config *ModuleConfig
registry *ModuleRegistry
pathCache map[string]string // Cache module paths for fast lookups
bytecodeCache map[string][]byte // Cache of compiled bytecode
debug bool
mu sync.RWMutex
}
// ModuleRegistry keeps track of Lua modules for file watching
type ModuleRegistry struct {
// Maps file paths to module names
pathToModule sync.Map
// Maps module names to file paths
moduleToPath sync.Map
}
// NewModuleRegistry creates a new module registry
func NewModuleRegistry() *ModuleRegistry {
return &ModuleRegistry{}
}
// Register adds a module path to the registry
func (r *ModuleRegistry) Register(path string, name string) {
r.pathToModule.Store(path, name)
r.moduleToPath.Store(name, path)
}
// GetModuleName retrieves a module name by path
func (r *ModuleRegistry) GetModuleName(path string) (string, bool) {
value, ok := r.pathToModule.Load(path)
if !ok {
return "", false
}
return value.(string), true
}
// GetModulePath retrieves a path by module name
func (r *ModuleRegistry) GetModulePath(name string) (string, bool) {
value, ok := r.moduleToPath.Load(name)
if !ok {
return "", false
}
return value.(string), true
}
// NewModuleLoader creates a new module loader
func NewModuleLoader(config *ModuleConfig) *ModuleLoader {
if config == nil {
config = &ModuleConfig{
ScriptDir: "",
LibDirs: []string{},
}
}
return &ModuleLoader{
config: config,
registry: NewModuleRegistry(),
pathCache: make(map[string]string),
bytecodeCache: make(map[string][]byte),
debug: false,
}
}
// EnableDebug turns on debug logging
func (l *ModuleLoader) EnableDebug() {
l.debug = true
}
// debugLog logs a message if debug is enabled
func (l *ModuleLoader) debugLog(format string, args ...interface{}) {
if l.debug {
logger.Debug("[ModuleLoader] "+format, args...)
}
}
// SetScriptDir sets the script directory
func (l *ModuleLoader) SetScriptDir(dir string) {
l.mu.Lock()
defer l.mu.Unlock()
l.config.ScriptDir = dir
}
// SetupRequire configures the require system in a Lua state
func (l *ModuleLoader) SetupRequire(state *luajit.State) error {
l.mu.RLock()
defer l.mu.RUnlock()
// Initialize our module registry in Lua
err := state.DoString(`
-- Initialize global module registry
__module_paths = {}
-- Setup fast module loading system
__module_bytecode = {}
-- Create module preload table
package.preload = package.preload or {}
-- Setup module state registry
__ready_modules = {}
`)
if err != nil {
return err
}
// Set up package.path based on search paths
paths := l.getSearchPaths()
pathStr := strings.Join(paths, ";")
escapedPathStr := escapeLuaString(pathStr)
return state.DoString(`package.path = "` + escapedPathStr + `"`)
}
// getSearchPaths returns a list of Lua search paths
func (l *ModuleLoader) getSearchPaths() []string {
absPaths := []string{}
seen := map[string]bool{}
// Add script directory (highest priority)
if l.config.ScriptDir != "" {
absPath, err := filepath.Abs(l.config.ScriptDir)
if err == nil && !seen[absPath] {
absPaths = append(absPaths, filepath.Join(absPath, "?.lua"))
seen[absPath] = true
}
}
// Add lib directories
for _, dir := range l.config.LibDirs {
if dir == "" {
continue
}
absPath, err := filepath.Abs(dir)
if err == nil && !seen[absPath] {
absPaths = append(absPaths, filepath.Join(absPath, "?.lua"))
seen[absPath] = true
}
}
return absPaths
}
// PreloadModules preloads modules from library directories
func (l *ModuleLoader) PreloadModules(state *luajit.State) error {
l.mu.Lock()
defer l.mu.Unlock()
// Reset caches
l.pathCache = make(map[string]string)
l.bytecodeCache = make(map[string][]byte)
// Reset module registry in Lua
if err := state.DoString(`
-- Reset module registry
__module_paths = {}
__module_bytecode = {}
__ready_modules = {}
-- Clear non-core modules from package.loaded
local core_modules = {
string = true, table = true, math = true, os = true,
package = true, io = true, coroutine = true, debug = true, _G = true
}
for name in pairs(package.loaded) do
if not core_modules[name] then
package.loaded[name] = nil
end
end
-- Reset preload table
package.preload = {}
`); err != nil {
return err
}
// Scan and preload modules from all library directories
for _, dir := range l.config.LibDirs {
if dir == "" {
continue
}
absDir, err := filepath.Abs(dir)
if err != nil {
continue
}
// Find all Lua files
err = filepath.Walk(absDir, func(path string, info os.FileInfo, err error) error {
if err != nil || info.IsDir() || !strings.HasSuffix(path, ".lua") {
return nil
}
// Get module name from path
relPath, err := filepath.Rel(absDir, path)
if err != nil || strings.HasPrefix(relPath, "..") {
return nil
}
// Convert path to module name
modName := strings.TrimSuffix(relPath, ".lua")
modName = strings.ReplaceAll(modName, string(filepath.Separator), ".")
// Register in our caches
l.pathCache[modName] = path
l.registry.Register(path, modName)
// Load file content
content, err := os.ReadFile(path)
if err != nil {
return nil
}
// Compile to bytecode
bytecode, err := state.CompileBytecode(string(content), path)
if err != nil {
return nil
}
// Cache bytecode
l.bytecodeCache[modName] = bytecode
// Register in Lua
escapedPath := escapeLuaString(path)
escapedName := escapeLuaString(modName)
if err := state.DoString(`__module_paths["` + escapedName + `"] = "` + escapedPath + `"`); err != nil {
return nil
}
// Load bytecode into Lua state
if err := state.LoadBytecode(bytecode, path); err != nil {
return nil
}
// Add to package.preload
luaCode := `
local modname = "` + escapedName + `"
local chunk = ...
package.preload[modname] = chunk
__ready_modules[modname] = true
`
if err := state.DoString(luaCode); err != nil {
state.Pop(1) // Remove chunk from stack
return nil
}
state.Pop(1) // Remove chunk from stack
return nil
})
if err != nil {
return err
}
}
// Install optimized require implementation
return state.DoString(`
-- Setup environment-aware require function
function __setup_require(env)
-- Create require function specific to this environment
env.require = function(modname)
-- Check if already loaded
if package.loaded[modname] then
return package.loaded[modname]
end
-- Check preloaded modules
if __ready_modules[modname] then
local loader = package.preload[modname]
if loader then
-- Set environment for loader
setfenv(loader, env)
-- Execute and store result
local result = loader()
if result == nil then
result = true
end
package.loaded[modname] = result
return result
end
end
-- Direct file load as fallback
if __module_paths[modname] then
local path = __module_paths[modname]
local chunk, err = loadfile(path)
if chunk then
setfenv(chunk, env)
local result = chunk()
if result == nil then
result = true
end
package.loaded[modname] = result
return result
end
end
-- Full path search as last resort
local errors = {}
for path in package.path:gmatch("[^;]+") do
local file_path = path:gsub("?", modname:gsub("%.", "/"))
local chunk, err = loadfile(file_path)
if chunk then
setfenv(chunk, env)
local result = chunk()
if result == nil then
result = true
end
package.loaded[modname] = result
return result
end
table.insert(errors, "\tno file '" .. file_path .. "'")
end
error("module '" .. modname .. "' not found:\n" .. table.concat(errors, "\n"), 2)
end
return env
end
`)
}
// GetModuleByPath finds the module name for a file path
func (l *ModuleLoader) GetModuleByPath(path string) (string, bool) {
l.mu.RLock()
defer l.mu.RUnlock()
// Clean path for proper comparison
path = filepath.Clean(path)
// Try direct lookup from registry
modName, found := l.registry.GetModuleName(path)
if found {
return modName, true
}
// Try to find by relative path from lib dirs
for _, dir := range l.config.LibDirs {
absDir, err := filepath.Abs(dir)
if err != nil {
continue
}
relPath, err := filepath.Rel(absDir, path)
if err != nil || strings.HasPrefix(relPath, "..") {
continue
}
if strings.HasSuffix(relPath, ".lua") {
modName = strings.TrimSuffix(relPath, ".lua")
modName = strings.ReplaceAll(modName, string(filepath.Separator), ".")
return modName, true
}
}
return "", false
}
// ReloadModule reloads a module from disk
func (l *ModuleLoader) ReloadModule(state *luajit.State, name string) (bool, error) {
l.mu.Lock()
defer l.mu.Unlock()
// Get module path
path, ok := l.registry.GetModulePath(name)
if !ok {
for modName, modPath := range l.pathCache {
if modName == name {
path = modPath
ok = true
break
}
}
}
if !ok || path == "" {
return false, nil
}
// Invalidate module in Lua
err := state.DoString(`
package.loaded["` + name + `"] = nil
__ready_modules["` + name + `"] = nil
if package.preload then
package.preload["` + name + `"] = nil
end
`)
if err != nil {
return false, err
}
// Check if file still exists
if _, err := os.Stat(path); os.IsNotExist(err) {
// File was deleted, just invalidate
delete(l.pathCache, name)
delete(l.bytecodeCache, name)
l.registry.moduleToPath.Delete(name)
l.registry.pathToModule.Delete(path)
return true, nil
}
// Read updated file
content, err := os.ReadFile(path)
if err != nil {
return false, err
}
// Compile to bytecode
bytecode, err := state.CompileBytecode(string(content), path)
if err != nil {
return false, err
}
// Update cache
l.bytecodeCache[name] = bytecode
// Load bytecode into state
if err := state.LoadBytecode(bytecode, path); err != nil {
return false, err
}
// Update preload
luaCode := `
local modname = "` + name + `"
package.loaded[modname] = nil
package.preload[modname] = ...
__ready_modules[modname] = true
`
if err := state.DoString(luaCode); err != nil {
state.Pop(1) // Remove chunk from stack
return false, err
}
state.Pop(1) // Remove chunk from stack
return true, nil
}
// ResetModules clears non-core modules from package.loaded
func (l *ModuleLoader) ResetModules(state *luajit.State) error {
return state.DoString(`
local core_modules = {
string = true, table = true, math = true, os = true,
package = true, io = true, coroutine = true, debug = true, _G = true
}
for name in pairs(package.loaded) do
if not core_modules[name] then
package.loaded[name] = nil
end
end
`)
}
// escapeLuaString escapes special characters in a string for Lua
func escapeLuaString(s string) string {
replacer := strings.NewReplacer(
"\\", "\\\\",
"\"", "\\\"",
"\n", "\\n",
"\r", "\\r",
"\t", "\\t",
)
return replacer.Replace(s)
}