508 lines
13 KiB
Go
508 lines
13 KiB
Go
package runner
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import (
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"context"
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"errors"
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"path/filepath"
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"runtime"
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"sync"
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"sync/atomic"
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luajit "git.sharkk.net/Sky/LuaJIT-to-Go"
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"git.sharkk.net/Sky/Moonshark/core/logger"
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)
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// Common errors
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var (
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ErrRunnerClosed = errors.New("lua runner is closed")
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ErrInitFailed = errors.New("initialization failed")
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)
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// StateInitFunc is a function that initializes a Lua state
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type StateInitFunc func(*luajit.State) error
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// RunnerOption defines a functional option for configuring the LuaRunner
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type RunnerOption func(*LuaRunner)
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// Result channel pool to reduce allocations
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var resultChanPool = sync.Pool{
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New: func() interface{} {
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return make(chan JobResult, 1)
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},
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}
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// LuaRunner runs Lua scripts using multiple Lua states in a round-robin fashion
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type LuaRunner struct {
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states []*luajit.State // Multiple Lua states for parallel execution
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jobQueues []chan job // Each state has its own job queue
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workerCount int // Number of worker states (default 4)
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nextWorker int32 // Atomic counter for round-robin distribution
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isRunning atomic.Bool // Flag indicating if the runner is active
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mu sync.RWMutex // Mutex for thread safety
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wg sync.WaitGroup // WaitGroup for clean shutdown
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initFunc StateInitFunc // Optional function to initialize Lua states
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bufferSize int // Size of each job queue buffer
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moduleLoader *NativeModuleLoader // Native module loader for require
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sandboxes []*Sandbox // Sandbox for each state
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debug bool // Enable debug logging
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}
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// WithBufferSize sets the job queue buffer size
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func WithBufferSize(size int) RunnerOption {
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return func(r *LuaRunner) {
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if size > 0 {
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r.bufferSize = size
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}
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}
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}
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// WithInitFunc sets the init function for the Lua state
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func WithInitFunc(initFunc StateInitFunc) RunnerOption {
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return func(r *LuaRunner) {
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r.initFunc = initFunc
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}
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}
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// WithLibDirs sets additional library directories
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func WithLibDirs(dirs ...string) RunnerOption {
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return func(r *LuaRunner) {
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if r.moduleLoader == nil || r.moduleLoader.config == nil {
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r.moduleLoader = NewNativeModuleLoader(&RequireConfig{
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LibDirs: dirs,
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})
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} else {
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r.moduleLoader.config.LibDirs = dirs
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}
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}
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}
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// WithDebugEnabled enables debug output
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func WithDebugEnabled() RunnerOption {
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return func(r *LuaRunner) {
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r.debug = true
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}
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}
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// WithWorkerCount sets the number of worker states (min 1)
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func WithWorkerCount(count int) RunnerOption {
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return func(r *LuaRunner) {
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if count > 0 {
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r.workerCount = count
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}
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}
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}
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// NewRunner creates a new LuaRunner with multiple worker states
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func NewRunner(options ...RunnerOption) (*LuaRunner, error) {
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// Default configuration
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runner := &LuaRunner{
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bufferSize: 10,
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workerCount: runtime.GOMAXPROCS(0),
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debug: false,
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}
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// Apply options
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for _, opt := range options {
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opt(runner)
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}
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// Initialize states and job queues
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runner.states = make([]*luajit.State, runner.workerCount)
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runner.jobQueues = make([]chan job, runner.workerCount)
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runner.sandboxes = make([]*Sandbox, runner.workerCount)
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// Set up module loader if not already initialized
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if runner.moduleLoader == nil {
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requireConfig := &RequireConfig{
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ScriptDir: "",
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LibDirs: []string{},
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}
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runner.moduleLoader = NewNativeModuleLoader(requireConfig)
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}
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// Create job queues and initialize states
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for i := 0; i < runner.workerCount; i++ {
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// Create job queue
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runner.jobQueues[i] = make(chan job, runner.bufferSize)
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// Create sandbox
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runner.sandboxes[i] = NewSandbox()
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// Initialize state
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if err := runner.initState(i, true); err != nil {
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// Clean up if initialization fails
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runner.Close()
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return nil, err
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}
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// Start worker goroutine
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runner.wg.Add(1)
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go runner.processJobs(i)
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}
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runner.isRunning.Store(true)
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runner.nextWorker = 0
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return runner, nil
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}
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// debugLog logs a message if debug mode is enabled
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func (r *LuaRunner) debugLog(format string, args ...interface{}) {
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if r.debug {
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logger.Debug("[LuaRunner] "+format, args...)
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}
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}
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// initState initializes or reinitializes a specific Lua state
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func (r *LuaRunner) initState(workerIndex int, initial bool) error {
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r.debugLog("Initializing Lua state %d (initial=%v)", workerIndex, initial)
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// Clean up existing state if there is one
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if r.states[workerIndex] != nil {
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r.debugLog("Cleaning up existing state %d", workerIndex)
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// Always call Cleanup before Close to properly free function pointers
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r.states[workerIndex].Cleanup()
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r.states[workerIndex].Close()
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r.states[workerIndex] = nil
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}
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// Create fresh state
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state := luajit.New()
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if state == nil {
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return errors.New("failed to create Lua state")
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}
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r.debugLog("Created new Lua state %d", workerIndex)
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// Set up require paths and mechanism
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if err := r.moduleLoader.SetupRequire(state); err != nil {
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r.debugLog("Failed to set up require for state %d: %v", workerIndex, err)
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state.Cleanup()
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state.Close()
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return ErrInitFailed
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}
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r.debugLog("Require system initialized for state %d", workerIndex)
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// Initialize all core modules from the registry
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if err := GlobalRegistry.Initialize(state); err != nil {
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r.debugLog("Failed to initialize core modules for state %d: %v", workerIndex, err)
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state.Cleanup()
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state.Close()
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return ErrInitFailed
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}
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r.debugLog("Core modules initialized for state %d", workerIndex)
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// Check if http module is properly registered
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testResult, err := state.ExecuteWithResult(`
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if type(http) == "table" and type(http.client) == "table" and
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type(http.client.get) == "function" then
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return true
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else
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return false
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end
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`)
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if err != nil || testResult != true {
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r.debugLog("HTTP module verification failed for state %d: %v, result: %v", workerIndex, err, testResult)
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} else {
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r.debugLog("HTTP module verified OK for state %d", workerIndex)
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}
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// Verify __http_request function
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testResult, _ = state.ExecuteWithResult(`return type(__http_request)`)
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r.debugLog("__http_request function for state %d is of type: %v", workerIndex, testResult)
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// Set up sandbox after core modules are initialized
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if err := r.sandboxes[workerIndex].Setup(state); err != nil {
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r.debugLog("Failed to set up sandbox for state %d: %v", workerIndex, err)
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state.Cleanup()
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state.Close()
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return ErrInitFailed
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}
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r.debugLog("Sandbox environment set up for state %d", workerIndex)
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// Preload all modules into package.loaded
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if err := r.moduleLoader.PreloadAllModules(state); err != nil {
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r.debugLog("Failed to preload modules for state %d: %v", workerIndex, err)
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state.Cleanup()
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state.Close()
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return errors.New("failed to preload modules")
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}
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r.debugLog("All modules preloaded for state %d", workerIndex)
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// Run init function if provided
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if r.initFunc != nil {
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if err := r.initFunc(state); err != nil {
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r.debugLog("Custom init function failed for state %d: %v", workerIndex, err)
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state.Cleanup()
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state.Close()
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return ErrInitFailed
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}
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r.debugLog("Custom init function completed for state %d", workerIndex)
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}
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// Test for HTTP module again after full initialization
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testResult, err = state.ExecuteWithResult(`
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if type(http) == "table" and type(http.client) == "table" and
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type(http.client.get) == "function" then
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return true
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else
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return false
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end
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`)
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if err != nil || testResult != true {
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r.debugLog("Final HTTP module verification failed for state %d: %v, result: %v", workerIndex, err, testResult)
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} else {
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r.debugLog("Final HTTP module verification OK for state %d", workerIndex)
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}
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r.states[workerIndex] = state
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r.debugLog("State %d initialization complete", workerIndex)
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return nil
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}
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// processJobs handles the job queue for a specific worker
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func (r *LuaRunner) processJobs(workerIndex int) {
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defer r.wg.Done()
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defer func() {
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if r.states[workerIndex] != nil {
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r.debugLog("Cleaning up Lua state %d in processJobs", workerIndex)
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r.states[workerIndex].Cleanup()
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r.states[workerIndex].Close()
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r.states[workerIndex] = nil
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}
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}()
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for job := range r.jobQueues[workerIndex] {
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// Execute the job and send result
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result := r.executeJob(workerIndex, job)
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select {
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case job.Result <- result:
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// Result sent successfully
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default:
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// Result channel closed or full, discard the result
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}
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}
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}
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// executeJob runs a script in the sandbox environment
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func (r *LuaRunner) executeJob(workerIndex int, j job) JobResult {
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// If the job has a script path, update script dir for module resolution
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if j.ScriptPath != "" {
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r.mu.Lock()
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r.moduleLoader.config.ScriptDir = filepath.Dir(j.ScriptPath)
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r.mu.Unlock()
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}
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// Convert context for sandbox
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var ctx map[string]any
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if j.Context != nil {
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ctx = j.Context.Values
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}
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r.mu.RLock()
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state := r.states[workerIndex]
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sandbox := r.sandboxes[workerIndex]
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r.mu.RUnlock()
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if state == nil {
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return JobResult{nil, errors.New("lua state is not initialized")}
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}
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// Execute in sandbox
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value, err := sandbox.Execute(state, j.Bytecode, ctx)
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return JobResult{value, err}
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}
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// RunWithContext executes a Lua script with context and timeout
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func (r *LuaRunner) RunWithContext(ctx context.Context, bytecode []byte, execCtx *Context, scriptPath string) (any, error) {
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r.mu.RLock()
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if !r.isRunning.Load() {
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r.mu.RUnlock()
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return nil, ErrRunnerClosed
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}
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r.mu.RUnlock()
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// Get a result channel from the pool
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resultChanInterface := resultChanPool.Get()
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resultChan := resultChanInterface.(chan JobResult)
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// Make sure to clear any previous results
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select {
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case <-resultChan:
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// Drain the channel if it has a value
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default:
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// Channel is already empty
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}
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j := job{
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Bytecode: bytecode,
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Context: execCtx,
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ScriptPath: scriptPath,
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Result: resultChan,
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}
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// Choose worker in round-robin fashion
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workerIndex := int(atomic.AddInt32(&r.nextWorker, 1) % int32(r.workerCount))
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// Submit job with context
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select {
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case r.jobQueues[workerIndex] <- j:
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// Job submitted
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r.debugLog("Job submitted to worker %d", workerIndex)
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case <-ctx.Done():
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// Return the channel to the pool before exiting
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resultChanPool.Put(resultChan)
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return nil, ctx.Err()
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}
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// Wait for result with context
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var result JobResult
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select {
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case result = <-resultChan:
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// Got result
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case <-ctx.Done():
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// Return the channel to the pool before exiting
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resultChanPool.Put(resultChan)
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return nil, ctx.Err()
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}
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// Return the channel to the pool
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resultChanPool.Put(resultChan)
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return result.Value, result.Error
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}
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// Run executes a Lua script
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func (r *LuaRunner) Run(bytecode []byte, execCtx *Context, scriptPath string) (any, error) {
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return r.RunWithContext(context.Background(), bytecode, execCtx, scriptPath)
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}
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// Close gracefully shuts down the LuaRunner
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func (r *LuaRunner) Close() error {
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r.mu.Lock()
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defer r.mu.Unlock()
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if !r.isRunning.Load() {
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return ErrRunnerClosed
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}
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r.isRunning.Store(false)
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// Close all job queues
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for i := 0; i < r.workerCount; i++ {
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if r.jobQueues[i] != nil {
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close(r.jobQueues[i])
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}
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}
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// Wait for all workers to finish
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r.wg.Wait()
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return nil
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}
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// NotifyFileChanged handles file change notifications from watchers
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func (r *LuaRunner) NotifyFileChanged(filePath string) bool {
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r.debugLog("File change detected: %s", filePath)
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r.mu.Lock()
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defer r.mu.Unlock()
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// Reset all states on file changes
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success := true
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for i := 0; i < r.workerCount; i++ {
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err := r.initState(i, false)
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if err != nil {
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r.debugLog("Failed to reinitialize state %d: %v", i, err)
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success = false
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} else {
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r.debugLog("State %d successfully reinitialized", i)
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}
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}
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return success
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}
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// ResetModuleCache clears non-core modules from package.loaded in all states
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func (r *LuaRunner) ResetModuleCache() {
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if r.moduleLoader != nil {
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r.debugLog("Resetting module cache in all states")
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r.mu.RLock()
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defer r.mu.RUnlock()
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for i := 0; i < r.workerCount; i++ {
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if r.states[i] != nil {
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r.moduleLoader.ResetModules(r.states[i])
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}
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}
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}
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}
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// ReloadAllModules reloads all modules into package.loaded in all states
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func (r *LuaRunner) ReloadAllModules() error {
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if r.moduleLoader != nil {
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r.debugLog("Reloading all modules in all states")
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r.mu.RLock()
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defer r.mu.RUnlock()
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for i := 0; i < r.workerCount; i++ {
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if r.states[i] != nil {
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if err := r.moduleLoader.PreloadAllModules(r.states[i]); err != nil {
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return err
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}
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}
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}
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}
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return nil
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}
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// RefreshModuleByName invalidates a specific module in package.loaded in all states
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func (r *LuaRunner) RefreshModuleByName(modName string) bool {
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r.mu.RLock()
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defer r.mu.RUnlock()
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success := true
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for i := 0; i < r.workerCount; i++ {
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if r.states[i] != nil {
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r.debugLog("Refreshing module %s in state %d", modName, i)
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if err := r.states[i].DoString(`package.loaded["` + modName + `"] = nil`); err != nil {
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success = false
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}
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}
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}
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return success
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}
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// AddModule adds a module to all sandbox environments
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func (r *LuaRunner) AddModule(name string, module any) {
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r.debugLog("Adding module %s to all sandboxes", name)
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for i := 0; i < r.workerCount; i++ {
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r.sandboxes[i].AddModule(name, module)
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}
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}
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// GetModuleCount returns the number of loaded modules in the first state
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func (r *LuaRunner) GetModuleCount() int {
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r.mu.RLock()
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defer r.mu.RUnlock()
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count := 0
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// Get module count from the first Lua state
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if r.states[0] != nil {
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// Execute a Lua snippet to count modules
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if res, err := r.states[0].ExecuteWithResult(`
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local count = 0
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for _ in pairs(package.loaded) do
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count = count + 1
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end
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return count
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`); err == nil {
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if num, ok := res.(float64); ok {
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count = int(num)
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}
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}
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}
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return count
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}
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