334 lines
7.9 KiB
Go
334 lines
7.9 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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"sync"
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"sync/atomic"
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luajit "git.sharkk.net/Sky/LuaJIT-to-Go"
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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 a single Lua state
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type LuaRunner struct {
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state *luajit.State // The Lua state
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jobQueue chan job // Channel for incoming jobs
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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 state
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bufferSize int // Size of the job queue buffer
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moduleLoader *NativeModuleLoader // Native module loader for require
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sandbox *Sandbox // The sandbox environment
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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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// NewRunner creates a new LuaRunner
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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, // Default buffer size
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sandbox: NewSandbox(),
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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 Lua state
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state := luajit.New()
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if state == nil {
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return nil, errors.New("failed to create Lua state")
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}
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runner.state = state
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// Create job queue
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runner.jobQueue = make(chan job, runner.bufferSize)
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runner.isRunning.Store(true)
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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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// Set up require paths and mechanism
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if err := runner.moduleLoader.SetupRequire(state); err != nil {
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state.Close()
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return nil, ErrInitFailed
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}
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// Preload core modules
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moduleInits := CombineInitFuncs(HTTPModuleInitFunc(), CookieModuleInitFunc())
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if err := moduleInits(state); err != nil {
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state.Close()
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return nil, ErrInitFailed
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}
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// Set up sandbox after core modules are initialized
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if err := runner.sandbox.Setup(state); err != nil {
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state.Close()
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return nil, ErrInitFailed
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}
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// Preload all modules into package.loaded
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if err := runner.moduleLoader.PreloadAllModules(state); err != nil {
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state.Close()
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return nil, errors.New("failed to preload modules")
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}
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// Run init function if provided
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if runner.initFunc != nil {
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if err := runner.initFunc(state); err != nil {
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state.Close()
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return nil, ErrInitFailed
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}
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}
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// Start the event loop
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runner.wg.Add(1)
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go runner.processJobs()
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return runner, nil
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}
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// libDirs returns the current library directories
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func (r *LuaRunner) libDirs() []string {
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if r.moduleLoader != nil && r.moduleLoader.config != nil {
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return r.moduleLoader.config.LibDirs
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}
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return nil
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}
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// processJobs handles the job queue
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func (r *LuaRunner) processJobs() {
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defer r.wg.Done()
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defer r.state.Close()
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for job := range r.jobQueue {
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// Execute the job and send result
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result := r.executeJob(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(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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// Execute in sandbox
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value, err := r.sandbox.Execute(r.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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// Submit job with context
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select {
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case r.jobQueue <- j:
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// Job submitted
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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(r.jobQueue)
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// Wait for event loop 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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if r.moduleLoader != nil {
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return r.moduleLoader.NotifyFileChanged(r.state, filePath)
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}
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return false
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}
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// ResetModuleCache clears non-core modules from package.loaded
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func (r *LuaRunner) ResetModuleCache() {
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if r.moduleLoader != nil {
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r.moduleLoader.ResetModules(r.state)
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}
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}
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// ReloadAllModules reloads all modules into package.loaded
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func (r *LuaRunner) ReloadAllModules() error {
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if r.moduleLoader != nil {
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return r.moduleLoader.PreloadAllModules(r.state)
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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
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func (r *LuaRunner) RefreshModuleByName(modName string) bool {
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if r.state != nil {
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if err := r.state.DoString(`package.loaded["` + modName + `"] = nil`); err != nil {
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return false
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}
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return true
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}
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return false
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}
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// AddModule adds a module to the sandbox environment
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func (r *LuaRunner) AddModule(name string, module any) {
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r.sandbox.AddModule(name, module)
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}
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// GetModuleCount returns the number of loaded modules
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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 Lua
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if r.state != nil {
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// Execute a Lua snippet to count modules
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if res, err := r.state.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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