Moonshark/core/runner/Runner.go
2025-04-10 09:58:54 -05:00

386 lines
8.1 KiB
Go

package runner
import (
"Moonshark/core/utils/logger"
"context"
"errors"
"path/filepath"
"runtime"
"sync"
"sync/atomic"
"time"
luajit "git.sharkk.net/Sky/LuaJIT-to-Go"
)
// Common errors
var (
ErrRunnerClosed = errors.New("lua runner is closed")
ErrInitFailed = errors.New("initialization failed")
ErrStateNotReady = errors.New("lua state not ready")
ErrTimeout = errors.New("operation timed out")
)
// RunnerOption defines a functional option for configuring the Runner
type RunnerOption func(*Runner)
// State wraps a Lua state with its sandbox
type State struct {
L *luajit.State // The Lua state
sandbox *Sandbox // Associated sandbox
index int // Index for debugging
inUse bool // Whether the state is currently in use
}
// Runner runs Lua scripts using a pool of Lua states
type Runner struct {
states []*State // All states managed by this runner
statePool chan int // Pool of available state indexes
poolSize int // Size of the state pool
moduleLoader *ModuleLoader // Module loader
isRunning atomic.Bool // Whether the runner is active
mu sync.RWMutex // Mutex for thread safety
scriptDir string // Current script directory
}
// WithPoolSize sets the state pool size
func WithPoolSize(size int) RunnerOption {
return func(r *Runner) {
if size > 0 {
r.poolSize = size
}
}
}
// WithLibDirs sets additional library directories
func WithLibDirs(dirs ...string) RunnerOption {
return func(r *Runner) {
if r.moduleLoader == nil {
r.moduleLoader = NewModuleLoader(&ModuleConfig{
LibDirs: dirs,
})
} else {
r.moduleLoader.config.LibDirs = dirs
}
}
}
// NewRunner creates a new Runner with a pool of states
func NewRunner(options ...RunnerOption) (*Runner, error) {
// Default configuration
runner := &Runner{
poolSize: runtime.GOMAXPROCS(0),
}
// Apply options
for _, opt := range options {
opt(runner)
}
// Set up module loader if not already initialized
if runner.moduleLoader == nil {
config := &ModuleConfig{
ScriptDir: "",
LibDirs: []string{},
}
runner.moduleLoader = NewModuleLoader(config)
}
// Initialize states and pool
runner.states = make([]*State, runner.poolSize)
runner.statePool = make(chan int, runner.poolSize)
// Create and initialize all states
if err := runner.initializeStates(); err != nil {
runner.Close() // Clean up already created states
return nil, err
}
runner.isRunning.Store(true)
return runner, nil
}
// initializeStates creates and initializes all states in the pool
func (r *Runner) initializeStates() error {
logger.Server("Initializing %d states...", r.poolSize)
for i := range r.poolSize {
state, err := r.createState(i)
if err != nil {
return err
}
r.states[i] = state
r.statePool <- i // Add index to the pool
}
return nil
}
// createState initializes a new Lua state
func (r *Runner) createState(index int) (*State, error) {
verbose := index == 0
if verbose {
logger.ServerCont("Creating Lua state %d", index)
}
L := luajit.New()
if L == nil {
return nil, errors.New("failed to create Lua state")
}
sb := NewSandbox()
// Set up sandbox
if err := sb.Setup(L, verbose); err != nil {
L.Cleanup()
L.Close()
return nil, ErrInitFailed
}
// Set up module loader
if err := r.moduleLoader.SetupRequire(L); err != nil {
L.Cleanup()
L.Close()
return nil, ErrInitFailed
}
// Preload modules
if err := r.moduleLoader.PreloadModules(L); err != nil {
L.Cleanup()
L.Close()
return nil, errors.New("failed to preload modules")
}
if verbose {
logger.ServerCont("Lua state %d initialized successfully", index)
}
return &State{
L: L,
sandbox: sb,
index: index,
inUse: false,
}, nil
}
// Execute runs a script in a sandbox with context
func (r *Runner) Execute(ctx context.Context, bytecode []byte, execCtx *Context, scriptPath string) (*Response, error) {
if !r.isRunning.Load() {
return nil, ErrRunnerClosed
}
// Set script directory if provided
if scriptPath != "" {
r.mu.Lock()
r.scriptDir = filepath.Dir(scriptPath)
r.moduleLoader.SetScriptDir(r.scriptDir)
r.mu.Unlock()
}
// Get a state from the pool
var stateIndex int
select {
case stateIndex = <-r.statePool:
// Got a state
case <-ctx.Done():
return nil, ctx.Err()
case <-time.After(5 * time.Second):
return nil, ErrTimeout
}
// Get the actual state
state := r.states[stateIndex]
if state == nil {
r.statePool <- stateIndex
return nil, ErrStateNotReady
}
// Mark state as in use
state.inUse = true
// Ensure state is returned to pool when done
defer func() {
state.inUse = false
if r.isRunning.Load() {
select {
case r.statePool <- stateIndex:
// State returned to pool
default:
// Pool is full or closed
}
}
}()
// Execute in sandbox
response, err := state.sandbox.Execute(state.L, bytecode, execCtx)
if err != nil {
return nil, err
}
return response, nil
}
// Run executes a Lua script with immediate context
func (r *Runner) Run(bytecode []byte, execCtx *Context, scriptPath string) (*Response, error) {
return r.Execute(context.Background(), bytecode, execCtx, scriptPath)
}
// Close gracefully shuts down the Runner
func (r *Runner) Close() error {
r.mu.Lock()
defer r.mu.Unlock()
if !r.isRunning.Load() {
return ErrRunnerClosed
}
r.isRunning.Store(false)
// Drain the state pool
for {
select {
case <-r.statePool:
// Drain one state
default:
// Pool is empty
goto cleanup
}
}
cleanup:
// Clean up all states
for i, state := range r.states {
if state != nil {
state.L.Cleanup()
state.L.Close()
r.states[i] = nil
}
}
logger.Debug("Runner closed")
return nil
}
// RefreshStates rebuilds all states in the pool
func (r *Runner) RefreshStates() error {
r.mu.Lock()
defer r.mu.Unlock()
if !r.isRunning.Load() {
return ErrRunnerClosed
}
logger.Server("Runner is refreshing all states...")
// Drain all states from the pool
for {
select {
case <-r.statePool:
// Drain one state
default:
// Pool is empty
goto cleanup
}
}
cleanup:
// Destroy all existing states
for i, state := range r.states {
if state != nil {
if state.inUse {
logger.WarningCont("Attempting to refresh state %d that is in use", i)
}
state.L.Cleanup()
state.L.Close()
r.states[i] = nil
}
}
// Reinitialize all states
if err := r.initializeStates(); err != nil {
return err
}
logger.ServerCont("All states refreshed successfully")
return nil
}
// NotifyFileChanged alerts the runner about file changes
func (r *Runner) NotifyFileChanged(filePath string) bool {
logger.Debug("Runner has been notified of a file change...")
logger.Debug("%s", filePath)
// Check if it's a module file
module, isModule := r.moduleLoader.GetModuleByPath(filePath)
if isModule {
logger.DebugCont("File is a module: %s", module)
return r.RefreshModule(module)
}
// For non-module files, refresh all states
if err := r.RefreshStates(); err != nil {
logger.DebugCont("Failed to refresh states: %v", err)
return false
}
return true
}
// RefreshModule refreshes a specific module across all states
func (r *Runner) RefreshModule(moduleName string) bool {
r.mu.RLock()
defer r.mu.RUnlock()
if !r.isRunning.Load() {
return false
}
logger.DebugCont("Refreshing module: %s", moduleName)
success := true
for _, state := range r.states {
if state == nil || state.inUse {
continue
}
// Invalidate module in Lua
if err := state.L.DoString(`package.loaded["` + moduleName + `"] = nil`); err != nil {
success = false
logger.DebugCont("Failed to invalidate module %s: %v", moduleName, err)
}
}
return success
}
// GetStateCount returns the number of initialized states
func (r *Runner) GetStateCount() int {
r.mu.RLock()
defer r.mu.RUnlock()
count := 0
for _, state := range r.states {
if state != nil {
count++
}
}
return count
}
// GetActiveStateCount returns the number of states currently in use
func (r *Runner) GetActiveStateCount() int {
r.mu.RLock()
defer r.mu.RUnlock()
count := 0
for _, state := range r.states {
if state != nil && state.inUse {
count++
}
}
return count
}