Alex Roitman b55300b729 Lua scripting feature. (#224)
* Start on lua scripting

* Implement evalsha, script load, script exists, and script flush

* Type conversions from lua to resp/json.
Refactor to make luastate and luascripts persistent in the controller.

* Change controller.command and all underlying commands to return resp.Value.
Serialize only during the ouput.

* First stab at tile38 call from lua

* Change tile38 into tile38.call in Lua

* Property return errors from scripts

* Minor refactoring.  No locking on script run

* Cleanup/refactoring

* Create a pool of 5 lua states, allow for more as needed. Refactor.

* Use safe map for scripts.  Add a limit for max number of lua states.  Refactor.

* Refactor

* Refactor script commands into atomic, read-only, and non-atomic classes.
Proper locking for all three classes.
Add tests for scripts

* More tests for scripts

* Properly escape newlines in lua-produced errors

* Better test for readonly failure

* Correctly convert ok/err messages between lua and resp.
Add pcall, sha1hex, error_reply, status_reply functions to tile38 namespace in lua.

* Add pcall test. Change writeErr to work with string argument

* Make sure eval/evalsha never attempt to write AOF

* Add eval-set and eval-get to benchmarks

* Fix eval benchmark tests, add more

* Improve benchmarks

* Optimizations and refactoring.

* Add lua memtest

* Typo

* Add dependency

* golint fixes

* gofmt fixes

* Add scripting commands to the core/commands.json

* Use ARGV for args inside lua
2017-10-05 08:20:40 -07:00

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