2016-03-19 17:16:19 +03:00
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package controller
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import (
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"bytes"
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2016-09-11 17:49:48 +03:00
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"encoding/json"
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2016-03-19 17:16:19 +03:00
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"errors"
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"sort"
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"strings"
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2016-09-11 17:49:48 +03:00
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"sync"
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2016-03-19 17:16:19 +03:00
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"time"
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2016-09-11 17:49:48 +03:00
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"github.com/tidwall/buntdb"
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2016-03-29 00:16:21 +03:00
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"github.com/tidwall/resp"
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2016-09-12 05:01:24 +03:00
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"github.com/tidwall/tile38/controller/endpoint"
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2016-07-12 22:18:16 +03:00
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"github.com/tidwall/tile38/controller/glob"
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2016-03-19 17:16:19 +03:00
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"github.com/tidwall/tile38/controller/log"
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2016-03-29 00:16:21 +03:00
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"github.com/tidwall/tile38/controller/server"
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2016-03-19 17:16:19 +03:00
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)
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2016-09-11 17:49:48 +03:00
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const hookLogTTL = time.Second * 30
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2016-03-19 17:16:19 +03:00
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2016-09-11 17:49:48 +03:00
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func hookLogSetDefaults() *buntdb.SetOptions {
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if hookLogTTL > 0 {
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return &buntdb.SetOptions{
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Expires: true, // automatically delete after 30 seconds
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TTL: hookLogTTL,
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2016-03-20 18:24:20 +03:00
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}
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}
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2016-09-11 17:49:48 +03:00
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return nil
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2016-03-19 17:16:19 +03:00
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}
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type hooksByName []*Hook
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func (a hooksByName) Len() int {
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return len(a)
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}
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func (a hooksByName) Less(i, j int) bool {
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return a[i].Name < a[j].Name
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}
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func (a hooksByName) Swap(i, j int) {
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a[i], a[j] = a[j], a[i]
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}
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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 18:20:40 +03:00
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func (c *Controller) cmdSetHook(msg *server.Message) (res resp.Value, d commandDetailsT, err error) {
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2016-03-29 22:29:15 +03:00
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start := time.Now()
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vs := msg.Values[1:]
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2016-09-11 17:49:48 +03:00
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var name, urls, cmd string
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2016-03-29 22:29:15 +03:00
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var ok bool
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if vs, name, ok = tokenval(vs); !ok || name == "" {
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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 18:20:40 +03:00
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return server.NOMessage, d, errInvalidNumberOfArguments
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2016-03-19 17:16:19 +03:00
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}
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2016-09-11 17:49:48 +03:00
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if vs, urls, ok = tokenval(vs); !ok || urls == "" {
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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 18:20:40 +03:00
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return server.NOMessage, d, errInvalidNumberOfArguments
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2016-03-19 17:16:19 +03:00
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}
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2016-09-11 17:49:48 +03:00
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var endpoints []string
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for _, url := range strings.Split(urls, ",") {
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url = strings.TrimSpace(url)
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err := c.epc.Validate(url)
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2016-03-20 18:24:20 +03:00
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if err != nil {
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log.Errorf("sethook: %v", err)
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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 18:20:40 +03:00
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return resp.SimpleStringValue(""), d, errInvalidArgument(url)
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2016-03-20 18:24:20 +03:00
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}
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2016-09-11 17:49:48 +03:00
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endpoints = append(endpoints, url)
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2016-03-19 17:16:19 +03:00
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}
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2016-12-29 18:50:54 +03:00
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var commandvs []resp.Value
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var cmdlc string
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2016-03-19 17:16:19 +03:00
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var types []string
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2016-12-29 18:50:54 +03:00
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metaMap := make(map[string]string)
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for {
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commandvs = vs
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if vs, cmd, ok = tokenval(vs); !ok || cmd == "" {
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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 18:20:40 +03:00
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return server.NOMessage, d, errInvalidNumberOfArguments
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2016-12-29 18:50:54 +03:00
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}
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cmdlc = strings.ToLower(cmd)
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switch cmdlc {
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default:
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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 18:20:40 +03:00
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return server.NOMessage, d, errInvalidArgument(cmd)
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2016-12-29 18:50:54 +03:00
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case "meta":
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var metakey string
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var metaval string
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if vs, metakey, ok = tokenval(vs); !ok || metakey == "" {
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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 18:20:40 +03:00
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return server.NOMessage, d, errInvalidNumberOfArguments
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2016-12-29 18:50:54 +03:00
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}
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if vs, metaval, ok = tokenval(vs); !ok || metaval == "" {
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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 18:20:40 +03:00
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return server.NOMessage, d, errInvalidNumberOfArguments
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2016-12-29 18:50:54 +03:00
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}
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metaMap[metakey] = metaval
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continue
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case "nearby":
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types = nearbyTypes
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case "within", "intersects":
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types = withinOrIntersectsTypes
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}
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break
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2016-03-19 17:16:19 +03:00
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}
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2016-03-29 00:16:21 +03:00
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s, err := c.cmdSearchArgs(cmdlc, vs, types)
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2018-02-15 22:08:27 +03:00
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defer s.Close()
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2016-03-19 17:16:19 +03:00
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if err != nil {
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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 18:20:40 +03:00
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return server.NOMessage, d, err
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2016-03-19 17:16:19 +03:00
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}
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if !s.fence {
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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 18:20:40 +03:00
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return server.NOMessage, d, errors.New("missing FENCE argument")
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2016-03-19 17:16:19 +03:00
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}
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s.cmd = cmdlc
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2016-03-29 22:29:15 +03:00
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cmsg := &server.Message{}
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*cmsg = *msg
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2016-12-06 02:24:26 +03:00
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cmsg.Values = make([]resp.Value, len(commandvs))
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for i := 0; i < len(commandvs); i++ {
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cmsg.Values[i] = commandvs[i]
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}
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2016-03-29 22:29:15 +03:00
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cmsg.Command = strings.ToLower(cmsg.Values[0].String())
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2016-12-29 18:50:54 +03:00
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metas := make([]FenceMeta, 0, len(metaMap))
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for key, val := range metaMap {
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metas = append(metas, FenceMeta{key, val})
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}
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sort.Sort(hookMetaByName(metas))
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2016-03-19 17:16:19 +03:00
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hook := &Hook{
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2016-03-20 18:24:20 +03:00
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Key: s.key,
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Name: name,
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Endpoints: endpoints,
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Fence: &s,
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2016-03-29 22:29:15 +03:00
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Message: cmsg,
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2016-09-11 17:49:48 +03:00
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db: c.qdb,
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epm: c.epc,
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2016-12-29 18:50:54 +03:00
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Metas: metas,
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2016-03-19 17:16:19 +03:00
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}
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2016-09-11 17:49:48 +03:00
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hook.cond = sync.NewCond(&hook.mu)
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2016-03-19 17:16:19 +03:00
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var wr bytes.Buffer
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2018-02-15 22:08:27 +03:00
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hook.ScanWriter, err = c.newScanWriter(
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|
|
&wr, cmsg, s.key, s.output, s.precision, s.glob, false,
|
|
|
|
s.cursor, s.limit, s.wheres, s.whereins, s.whereevals, s.nofields)
|
2016-03-19 17:16:19 +03:00
|
|
|
if err != nil {
|
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 18:20:40 +03:00
|
|
|
return server.NOMessage, d, err
|
2016-03-19 17:16:19 +03:00
|
|
|
}
|
|
|
|
|
|
|
|
if h, ok := c.hooks[name]; ok {
|
2016-12-29 18:50:54 +03:00
|
|
|
if h.Equals(hook) {
|
|
|
|
// it was a match so we do nothing. But let's signal just
|
|
|
|
// for good measure.
|
|
|
|
h.Signal()
|
|
|
|
switch msg.OutputType {
|
|
|
|
case server.JSON:
|
|
|
|
return server.OKMessage(msg, start), d, nil
|
|
|
|
case server.RESP:
|
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 18:20:40 +03:00
|
|
|
return resp.IntegerValue(0), d, nil
|
2016-03-29 22:29:15 +03:00
|
|
|
}
|
|
|
|
}
|
2016-09-11 17:49:48 +03:00
|
|
|
h.Close()
|
2016-04-01 22:46:39 +03:00
|
|
|
// delete the previous hook
|
2016-03-19 17:16:19 +03:00
|
|
|
if hm, ok := c.hookcols[h.Key]; ok {
|
|
|
|
delete(hm, h.Name)
|
|
|
|
}
|
|
|
|
delete(c.hooks, h.Name)
|
|
|
|
}
|
2016-03-29 22:29:15 +03:00
|
|
|
d.updated = true
|
2016-04-02 17:20:30 +03:00
|
|
|
d.timestamp = time.Now()
|
2016-03-19 17:16:19 +03:00
|
|
|
c.hooks[name] = hook
|
|
|
|
hm, ok := c.hookcols[hook.Key]
|
|
|
|
if !ok {
|
|
|
|
hm = make(map[string]*Hook)
|
|
|
|
c.hookcols[hook.Key] = hm
|
|
|
|
}
|
|
|
|
hm[name] = hook
|
2016-09-11 17:49:48 +03:00
|
|
|
hook.Open()
|
2016-03-29 22:29:15 +03:00
|
|
|
switch msg.OutputType {
|
|
|
|
case server.JSON:
|
|
|
|
return server.OKMessage(msg, start), d, nil
|
|
|
|
case server.RESP:
|
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 18:20:40 +03:00
|
|
|
return resp.IntegerValue(1), d, nil
|
2016-03-29 22:29:15 +03:00
|
|
|
}
|
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 18:20:40 +03:00
|
|
|
return server.NOMessage, d, nil
|
2016-03-19 17:16:19 +03:00
|
|
|
}
|
|
|
|
|
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 18:20:40 +03:00
|
|
|
func (c *Controller) cmdDelHook(msg *server.Message) (res resp.Value, d commandDetailsT, err error) {
|
2016-03-29 22:29:15 +03:00
|
|
|
start := time.Now()
|
|
|
|
vs := msg.Values[1:]
|
|
|
|
|
2016-03-19 17:16:19 +03:00
|
|
|
var name string
|
2016-03-29 22:29:15 +03:00
|
|
|
var ok bool
|
|
|
|
if vs, name, ok = tokenval(vs); !ok || name == "" {
|
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 18:20:40 +03:00
|
|
|
return server.NOMessage, d, errInvalidNumberOfArguments
|
2016-03-19 17:16:19 +03:00
|
|
|
}
|
2016-03-29 22:29:15 +03:00
|
|
|
if len(vs) != 0 {
|
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 18:20:40 +03:00
|
|
|
return server.NOMessage, d, errInvalidNumberOfArguments
|
2016-03-19 17:16:19 +03:00
|
|
|
}
|
|
|
|
if h, ok := c.hooks[name]; ok {
|
2016-09-11 17:49:48 +03:00
|
|
|
h.Close()
|
2016-03-19 17:16:19 +03:00
|
|
|
if hm, ok := c.hookcols[h.Key]; ok {
|
|
|
|
delete(hm, h.Name)
|
|
|
|
}
|
|
|
|
delete(c.hooks, h.Name)
|
2016-03-29 22:29:15 +03:00
|
|
|
d.updated = true
|
|
|
|
}
|
2016-04-02 17:20:30 +03:00
|
|
|
d.timestamp = time.Now()
|
2016-03-29 22:29:15 +03:00
|
|
|
|
|
|
|
switch msg.OutputType {
|
|
|
|
case server.JSON:
|
|
|
|
return server.OKMessage(msg, start), d, nil
|
|
|
|
case server.RESP:
|
|
|
|
if d.updated {
|
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 18:20:40 +03:00
|
|
|
return resp.IntegerValue(1), d, nil
|
2016-03-29 22:29:15 +03:00
|
|
|
}
|
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 18:20:40 +03:00
|
|
|
return resp.IntegerValue(0), d, nil
|
2016-03-19 17:16:19 +03:00
|
|
|
}
|
|
|
|
return
|
|
|
|
}
|
|
|
|
|
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 18:20:40 +03:00
|
|
|
func (c *Controller) cmdPDelHook(msg *server.Message) (res resp.Value, d commandDetailsT, err error) {
|
2016-09-12 05:20:53 +03:00
|
|
|
start := time.Now()
|
|
|
|
vs := msg.Values[1:]
|
|
|
|
|
|
|
|
var pattern string
|
|
|
|
var ok bool
|
|
|
|
if vs, pattern, ok = tokenval(vs); !ok || pattern == "" {
|
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 18:20:40 +03:00
|
|
|
return server.NOMessage, d, errInvalidNumberOfArguments
|
2016-09-12 05:20:53 +03:00
|
|
|
}
|
|
|
|
if len(vs) != 0 {
|
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 18:20:40 +03:00
|
|
|
return server.NOMessage, d, errInvalidNumberOfArguments
|
2016-09-12 05:20:53 +03:00
|
|
|
}
|
|
|
|
|
|
|
|
count := 0
|
|
|
|
for name := range c.hooks {
|
|
|
|
match, _ := glob.Match(pattern, name)
|
|
|
|
if match {
|
|
|
|
if h, ok := c.hooks[name]; ok {
|
|
|
|
h.Close()
|
|
|
|
if hm, ok := c.hookcols[h.Key]; ok {
|
|
|
|
delete(hm, h.Name)
|
|
|
|
}
|
|
|
|
delete(c.hooks, h.Name)
|
|
|
|
count++
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
d.timestamp = time.Now()
|
|
|
|
|
|
|
|
switch msg.OutputType {
|
|
|
|
case server.JSON:
|
|
|
|
return server.OKMessage(msg, start), d, nil
|
|
|
|
case server.RESP:
|
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 18:20:40 +03:00
|
|
|
return resp.IntegerValue(count), d, nil
|
2016-09-12 05:20:53 +03:00
|
|
|
}
|
|
|
|
return
|
|
|
|
}
|
|
|
|
|
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 18:20:40 +03:00
|
|
|
func (c *Controller) cmdHooks(msg *server.Message) (res resp.Value, err error) {
|
2016-03-19 17:16:19 +03:00
|
|
|
start := time.Now()
|
2016-03-29 22:29:15 +03:00
|
|
|
vs := msg.Values[1:]
|
2016-03-19 17:16:19 +03:00
|
|
|
|
|
|
|
var pattern string
|
2016-03-29 22:29:15 +03:00
|
|
|
var ok bool
|
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 18:20:40 +03:00
|
|
|
|
2016-03-29 22:29:15 +03:00
|
|
|
if vs, pattern, ok = tokenval(vs); !ok || pattern == "" {
|
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 18:20:40 +03:00
|
|
|
return server.NOMessage, errInvalidNumberOfArguments
|
2016-03-19 17:16:19 +03:00
|
|
|
}
|
2016-03-29 22:29:15 +03:00
|
|
|
if len(vs) != 0 {
|
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 18:20:40 +03:00
|
|
|
return server.NOMessage, errInvalidNumberOfArguments
|
2016-03-19 17:16:19 +03:00
|
|
|
}
|
|
|
|
|
|
|
|
var hooks []*Hook
|
|
|
|
for name, hook := range c.hooks {
|
2016-07-12 22:18:16 +03:00
|
|
|
match, _ := glob.Match(pattern, name)
|
2016-03-29 22:29:15 +03:00
|
|
|
if match {
|
2016-03-19 17:16:19 +03:00
|
|
|
hooks = append(hooks, hook)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sort.Sort(hooksByName(hooks))
|
|
|
|
|
2016-03-29 22:29:15 +03:00
|
|
|
switch msg.OutputType {
|
|
|
|
case server.JSON:
|
|
|
|
buf := &bytes.Buffer{}
|
|
|
|
buf.WriteString(`{"ok":true,"hooks":[`)
|
|
|
|
for i, hook := range hooks {
|
2016-03-20 18:24:20 +03:00
|
|
|
if i > 0 {
|
|
|
|
buf.WriteByte(',')
|
|
|
|
}
|
2016-03-29 22:29:15 +03:00
|
|
|
buf.WriteString(`{`)
|
|
|
|
buf.WriteString(`"name":` + jsonString(hook.Name))
|
|
|
|
buf.WriteString(`,"key":` + jsonString(hook.Key))
|
|
|
|
buf.WriteString(`,"endpoints":[`)
|
|
|
|
for i, endpoint := range hook.Endpoints {
|
|
|
|
if i > 0 {
|
|
|
|
buf.WriteByte(',')
|
|
|
|
}
|
2016-09-11 17:49:48 +03:00
|
|
|
buf.WriteString(jsonString(endpoint))
|
2016-03-29 22:29:15 +03:00
|
|
|
}
|
|
|
|
buf.WriteString(`],"command":[`)
|
|
|
|
for i, v := range hook.Message.Values {
|
|
|
|
if i > 0 {
|
|
|
|
buf.WriteString(`,`)
|
|
|
|
}
|
|
|
|
buf.WriteString(jsonString(v.String()))
|
|
|
|
}
|
2018-04-10 21:54:13 +03:00
|
|
|
buf.WriteString(`],"meta":{`)
|
|
|
|
for i, meta := range hook.Metas {
|
|
|
|
if i > 0 {
|
|
|
|
buf.WriteString(`,`)
|
|
|
|
}
|
|
|
|
buf.WriteString(jsonString(meta.Name))
|
|
|
|
buf.WriteString(`:`)
|
|
|
|
buf.WriteString(jsonString(meta.Value))
|
|
|
|
}
|
|
|
|
buf.WriteString(`}}`)
|
2016-03-29 22:29:15 +03:00
|
|
|
}
|
|
|
|
buf.WriteString(`],"elapsed":"` + time.Now().Sub(start).String() + "\"}")
|
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 18:20:40 +03:00
|
|
|
return resp.StringValue(buf.String()), nil
|
2016-03-29 22:29:15 +03:00
|
|
|
case server.RESP:
|
|
|
|
var vals []resp.Value
|
|
|
|
for _, hook := range hooks {
|
|
|
|
var hvals []resp.Value
|
|
|
|
hvals = append(hvals, resp.StringValue(hook.Name))
|
|
|
|
hvals = append(hvals, resp.StringValue(hook.Key))
|
|
|
|
var evals []resp.Value
|
|
|
|
for _, endpoint := range hook.Endpoints {
|
2016-09-11 17:49:48 +03:00
|
|
|
evals = append(evals, resp.StringValue(endpoint))
|
2016-03-29 22:29:15 +03:00
|
|
|
}
|
|
|
|
hvals = append(hvals, resp.ArrayValue(evals))
|
|
|
|
hvals = append(hvals, resp.ArrayValue(hook.Message.Values))
|
2018-04-10 21:54:13 +03:00
|
|
|
var metas []resp.Value
|
|
|
|
for _, meta := range hook.Metas {
|
|
|
|
metas = append(metas, resp.StringValue(meta.Name))
|
|
|
|
metas = append(metas, resp.StringValue(meta.Value))
|
|
|
|
}
|
|
|
|
hvals = append(hvals, resp.ArrayValue(metas))
|
2016-03-29 22:29:15 +03:00
|
|
|
vals = append(vals, resp.ArrayValue(hvals))
|
2016-03-19 17:16:19 +03:00
|
|
|
}
|
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 18:20:40 +03:00
|
|
|
return resp.ArrayValue(vals), nil
|
2016-03-19 17:16:19 +03:00
|
|
|
}
|
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 18:20:40 +03:00
|
|
|
return resp.SimpleStringValue(""), nil
|
2016-03-19 17:16:19 +03:00
|
|
|
}
|
2016-09-11 17:49:48 +03:00
|
|
|
|
|
|
|
// Hook represents a hook.
|
|
|
|
type Hook struct {
|
|
|
|
mu sync.Mutex
|
|
|
|
cond *sync.Cond
|
|
|
|
Key string
|
|
|
|
Name string
|
|
|
|
Endpoints []string
|
|
|
|
Message *server.Message
|
|
|
|
Fence *liveFenceSwitches
|
|
|
|
ScanWriter *scanWriter
|
2016-12-29 18:50:54 +03:00
|
|
|
Metas []FenceMeta
|
2016-09-11 17:49:48 +03:00
|
|
|
db *buntdb.DB
|
|
|
|
closed bool
|
|
|
|
opened bool
|
|
|
|
query string
|
2016-09-12 05:01:24 +03:00
|
|
|
epm *endpoint.EndpointManager
|
2016-09-11 17:49:48 +03:00
|
|
|
}
|
|
|
|
|
2016-12-29 18:50:54 +03:00
|
|
|
func (h *Hook) Equals(hook *Hook) bool {
|
|
|
|
if h.Key != hook.Key ||
|
|
|
|
h.Name != hook.Name ||
|
|
|
|
len(h.Endpoints) != len(hook.Endpoints) ||
|
|
|
|
len(h.Metas) != len(hook.Metas) {
|
|
|
|
return false
|
|
|
|
}
|
|
|
|
for i, endpoint := range h.Endpoints {
|
|
|
|
if endpoint != hook.Endpoints[i] {
|
|
|
|
return false
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for i, meta := range h.Metas {
|
|
|
|
if meta.Name != hook.Metas[i].Name ||
|
|
|
|
meta.Value != hook.Metas[i].Value {
|
|
|
|
return false
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return resp.ArrayValue(h.Message.Values).Equals(
|
|
|
|
resp.ArrayValue(hook.Message.Values))
|
|
|
|
}
|
|
|
|
|
|
|
|
type FenceMeta struct {
|
|
|
|
Name, Value string
|
|
|
|
}
|
|
|
|
|
|
|
|
type hookMetaByName []FenceMeta
|
|
|
|
|
|
|
|
func (arr hookMetaByName) Len() int {
|
|
|
|
return len(arr)
|
|
|
|
}
|
|
|
|
|
|
|
|
func (arr hookMetaByName) Less(a, b int) bool {
|
|
|
|
return arr[a].Name < arr[b].Name
|
|
|
|
}
|
|
|
|
|
|
|
|
func (arr hookMetaByName) Swap(a, b int) {
|
|
|
|
arr[a], arr[b] = arr[b], arr[a]
|
|
|
|
}
|
|
|
|
|
2016-09-11 17:49:48 +03:00
|
|
|
// Open is called when a hook is first created. It calls the manager
|
|
|
|
// function in a goroutine
|
|
|
|
func (h *Hook) Open() {
|
|
|
|
h.mu.Lock()
|
|
|
|
defer h.mu.Unlock()
|
|
|
|
if h.opened {
|
|
|
|
return
|
|
|
|
}
|
|
|
|
h.opened = true
|
|
|
|
b, _ := json.Marshal(h.Name)
|
|
|
|
h.query = `{"hook":` + string(b) + `}`
|
|
|
|
go h.manager()
|
|
|
|
}
|
|
|
|
|
|
|
|
// Close closed the hook and stop the manager function
|
|
|
|
func (h *Hook) Close() {
|
|
|
|
h.mu.Lock()
|
|
|
|
defer h.mu.Unlock()
|
|
|
|
if h.closed {
|
|
|
|
return
|
|
|
|
}
|
|
|
|
h.closed = true
|
|
|
|
h.cond.Broadcast()
|
|
|
|
}
|
|
|
|
|
|
|
|
// Signal can be called at any point to wake up the hook and
|
|
|
|
// notify the manager that there may be something new in the queue.
|
|
|
|
func (h *Hook) Signal() {
|
|
|
|
h.mu.Lock()
|
|
|
|
defer h.mu.Unlock()
|
|
|
|
h.cond.Broadcast()
|
|
|
|
}
|
|
|
|
|
|
|
|
// the manager is a forever loop that calls proc whenever there's a signal.
|
|
|
|
// it ends when the "closed" flag is set.
|
|
|
|
func (h *Hook) manager() {
|
|
|
|
for {
|
|
|
|
h.mu.Lock()
|
|
|
|
for {
|
|
|
|
if h.closed {
|
|
|
|
h.mu.Unlock()
|
|
|
|
return
|
|
|
|
}
|
|
|
|
if h.proc() {
|
|
|
|
break
|
|
|
|
}
|
|
|
|
h.mu.Unlock()
|
|
|
|
time.Sleep(time.Second / 4)
|
|
|
|
h.mu.Lock()
|
|
|
|
}
|
|
|
|
h.cond.Wait()
|
|
|
|
h.mu.Unlock()
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-09-12 05:01:24 +03:00
|
|
|
// proc processes queued hook logs.
|
|
|
|
// returning true will indicate that all log entries have been
|
|
|
|
// successfully handled.
|
2016-09-11 17:49:48 +03:00
|
|
|
func (h *Hook) proc() (ok bool) {
|
|
|
|
var keys, vals []string
|
|
|
|
var ttls []time.Duration
|
|
|
|
err := h.db.Update(func(tx *buntdb.Tx) error {
|
2016-09-12 05:01:24 +03:00
|
|
|
|
2016-09-11 17:49:48 +03:00
|
|
|
// get keys and vals
|
|
|
|
err := tx.AscendGreaterOrEqual("hooks", h.query, func(key, val string) bool {
|
|
|
|
if strings.HasPrefix(key, hookLogPrefix) {
|
|
|
|
keys = append(keys, key)
|
|
|
|
vals = append(vals, val)
|
|
|
|
}
|
|
|
|
return true
|
|
|
|
})
|
|
|
|
if err != nil {
|
|
|
|
return err
|
|
|
|
}
|
2016-09-12 05:01:24 +03:00
|
|
|
|
2016-09-11 17:49:48 +03:00
|
|
|
// delete the keys
|
|
|
|
for _, key := range keys {
|
|
|
|
if hookLogTTL > 0 {
|
|
|
|
ttl, err := tx.TTL(key)
|
|
|
|
if err != nil {
|
|
|
|
if err != buntdb.ErrNotFound {
|
|
|
|
return err
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ttls = append(ttls, ttl)
|
|
|
|
}
|
|
|
|
_, err = tx.Delete(key)
|
|
|
|
if err != nil {
|
|
|
|
if err != buntdb.ErrNotFound {
|
|
|
|
return err
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return nil
|
|
|
|
})
|
|
|
|
if err != nil {
|
|
|
|
log.Error(err)
|
|
|
|
return false
|
|
|
|
}
|
|
|
|
|
|
|
|
// send each val. on failure reinsert that one and all of the following
|
|
|
|
for i, key := range keys {
|
|
|
|
val := vals[i]
|
|
|
|
idx := stringToUint64(key[len(hookLogPrefix):])
|
|
|
|
var sent bool
|
|
|
|
for _, endpoint := range h.Endpoints {
|
|
|
|
err := h.epm.Send(endpoint, val)
|
|
|
|
if err != nil {
|
2017-03-06 23:18:59 +03:00
|
|
|
log.Debugf("Endpoint connect/send error: %v: %v: %v", idx, endpoint, err)
|
2016-09-11 17:49:48 +03:00
|
|
|
continue
|
|
|
|
}
|
2017-08-03 13:05:24 +03:00
|
|
|
log.Debugf("Endpoint send ok: %v: %v: %v", idx, endpoint, err)
|
2016-09-11 17:49:48 +03:00
|
|
|
sent = true
|
|
|
|
break
|
|
|
|
}
|
|
|
|
if !sent {
|
|
|
|
// failed to send. try to reinsert the remaining. if this fails we lose log entries.
|
|
|
|
keys = keys[i:]
|
|
|
|
vals = vals[i:]
|
|
|
|
if hookLogTTL > 0 {
|
|
|
|
ttls = ttls[i:]
|
|
|
|
}
|
|
|
|
h.db.Update(func(tx *buntdb.Tx) error {
|
|
|
|
for i, key := range keys {
|
|
|
|
val := vals[i]
|
|
|
|
var opts *buntdb.SetOptions
|
|
|
|
if hookLogTTL > 0 {
|
|
|
|
opts = &buntdb.SetOptions{
|
|
|
|
Expires: true,
|
|
|
|
TTL: ttls[i],
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_, _, err := tx.Set(key, val, opts)
|
|
|
|
if err != nil {
|
|
|
|
return err
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return nil
|
|
|
|
})
|
|
|
|
return false
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
// Do performs a hook.
|
|
|
|
func (hook *Hook) Do(details *commandDetailsT) error {
|
|
|
|
var lerrs []error
|
|
|
|
msgs := FenceMatch(hook.Name, hook.ScanWriter, hook.Fence, details)
|
|
|
|
nextMessage:
|
|
|
|
for _, msg := range msgs {
|
|
|
|
nextEndpoint:
|
|
|
|
for _, endpoint := range hook.Endpoints {
|
|
|
|
switch endpoint.Protocol {
|
|
|
|
case HTTP:
|
|
|
|
if err := sendHTTPMessage(endpoint, []byte(msg)); err != nil {
|
|
|
|
lerrs = append(lerrs, err)
|
|
|
|
continue nextEndpoint
|
|
|
|
}
|
|
|
|
continue nextMessage // sent
|
|
|
|
case Disque:
|
|
|
|
if err := sendDisqueMessage(endpoint, []byte(msg)); err != nil {
|
|
|
|
lerrs = append(lerrs, err)
|
|
|
|
continue nextEndpoint
|
|
|
|
}
|
|
|
|
continue nextMessage // sent
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if len(lerrs) == 0 {
|
|
|
|
// log.Notice("YAY")
|
|
|
|
return nil
|
|
|
|
}
|
|
|
|
var errmsgs []string
|
|
|
|
for _, err := range lerrs {
|
|
|
|
errmsgs = append(errmsgs, err.Error())
|
|
|
|
}
|
|
|
|
err := errors.New("not sent: " + strings.Join(errmsgs, ","))
|
|
|
|
log.Error(err)
|
|
|
|
return err
|
|
|
|
}*/
|