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

55 lines
1.6 KiB
Go

package lua
const (
// BaseLibName is here for consistency; the base functions have no namespace/library.
BaseLibName = ""
// LoadLibName is here for consistency; the loading system has no namespace/library.
LoadLibName = "package"
// TabLibName is the name of the table Library.
TabLibName = "table"
// IoLibName is the name of the io Library.
IoLibName = "io"
// OsLibName is the name of the os Library.
OsLibName = "os"
// StringLibName is the name of the string Library.
StringLibName = "string"
// MathLibName is the name of the math Library.
MathLibName = "math"
// DebugLibName is the name of the debug Library.
DebugLibName = "debug"
// ChannelLibName is the name of the channel Library.
ChannelLibName = "channel"
// CoroutineLibName is the name of the coroutine Library.
CoroutineLibName = "coroutine"
)
type luaLib struct {
libName string
libFunc LGFunction
}
var luaLibs = []luaLib{
luaLib{LoadLibName, OpenPackage},
luaLib{BaseLibName, OpenBase},
luaLib{TabLibName, OpenTable},
luaLib{IoLibName, OpenIo},
luaLib{OsLibName, OpenOs},
luaLib{StringLibName, OpenString},
luaLib{MathLibName, OpenMath},
luaLib{DebugLibName, OpenDebug},
luaLib{ChannelLibName, OpenChannel},
luaLib{CoroutineLibName, OpenCoroutine},
}
// OpenLibs loads the built-in libraries. It is equivalent to running OpenLoad,
// then OpenBase, then iterating over the other OpenXXX functions in any order.
func (ls *LState) OpenLibs() {
// NB: Map iteration order in Go is deliberately randomised, so must open Load/Base
// prior to iterating.
for _, lib := range luaLibs {
ls.Push(ls.NewFunction(lib.libFunc))
ls.Push(LString(lib.libName))
ls.Call(1, 0)
}
}