Moonshark/core/runner/LuaRunner.go
2025-03-28 15:14:36 -05:00

508 lines
13 KiB
Go

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