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package server
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import (
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"bytes"
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"encoding/json"
"fmt"
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"os"
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"runtime"
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"sort"
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"strings"
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"time"
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"github.com/tidwall/resp"
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"github.com/tidwall/tile38/core"
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"github.com/tidwall/tile38/internal/collection"
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)
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func ( c * Server ) cmdStats ( msg * Message ) ( res resp . Value , err error ) {
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start := time . Now ( )
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vs := msg . Args [ 1 : ]
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var ms = [ ] map [ string ] interface { } { }
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
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if len ( vs ) == 0 {
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return NOMessage , errInvalidNumberOfArguments
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}
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var vals [ ] resp . Value
var key string
var ok bool
for {
vs , key , ok = tokenval ( vs )
if ! ok {
break
}
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col := c . getCol ( key )
if col != nil {
m := make ( map [ string ] interface { } )
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m [ "num_points" ] = col . PointCount ( )
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m [ "in_memory_size" ] = col . TotalWeight ( )
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m [ "num_objects" ] = col . Count ( )
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m [ "num_strings" ] = col . StringCount ( )
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switch msg . OutputType {
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case JSON :
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ms = append ( ms , m )
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case RESP :
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vals = append ( vals , resp . ArrayValue ( respValuesSimpleMap ( m ) ) )
}
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} else {
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switch msg . OutputType {
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case JSON :
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ms = append ( ms , nil )
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case RESP :
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vals = append ( vals , resp . NullValue ( ) )
}
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}
}
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switch msg . OutputType {
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case JSON :
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data , err := json . Marshal ( ms )
if err != nil {
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return NOMessage , 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
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res = resp . StringValue ( ` { "ok":true,"stats": ` + string ( data ) + ` ,"elapsed":" ` + time . Now ( ) . Sub ( start ) . String ( ) + "\"}" )
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case 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
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res = resp . ArrayValue ( vals )
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}
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return res , nil
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}
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func ( c * Server ) cmdServer ( msg * Message ) ( res resp . Value , err error ) {
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start := time . Now ( )
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
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if len ( msg . Args ) != 1 {
return NOMessage , errInvalidNumberOfArguments
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}
m := make ( map [ string ] interface { } )
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m [ "id" ] = c . config . serverID ( )
if c . config . followHost ( ) != "" {
m [ "following" ] = fmt . Sprintf ( "%s:%d" , c . config . followHost ( ) , c . config . followPort ( ) )
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m [ "caught_up" ] = c . fcup
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m [ "caught_up_once" ] = c . fcuponce
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}
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m [ "http_transport" ] = c . http
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m [ "pid" ] = os . Getpid ( )
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m [ "aof_size" ] = c . aofsz
m [ "num_collections" ] = c . cols . Len ( )
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m [ "num_hooks" ] = len ( c . hooks )
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sz := 0
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c . cols . Scan ( func ( key string , value interface { } ) bool {
col := value . ( * collection . Collection )
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sz += col . TotalWeight ( )
return true
} )
m [ "in_memory_size" ] = sz
points := 0
objects := 0
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strings := 0
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c . cols . Scan ( func ( key string , value interface { } ) bool {
col := value . ( * collection . Collection )
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points += col . PointCount ( )
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objects += col . Count ( )
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strings += col . StringCount ( )
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return true
} )
m [ "num_points" ] = points
m [ "num_objects" ] = objects
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m [ "num_strings" ] = strings
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var mem runtime . MemStats
runtime . ReadMemStats ( & mem )
avgsz := 0
if points != 0 {
avgsz = int ( mem . HeapAlloc ) / points
}
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m [ "mem_alloc" ] = mem . Alloc
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m [ "heap_size" ] = mem . HeapAlloc
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m [ "heap_released" ] = mem . HeapReleased
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m [ "max_heap_size" ] = c . config . maxMemory ( )
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m [ "avg_item_size" ] = avgsz
m [ "pointer_size" ] = ( 32 << uintptr ( uint64 ( ^ uintptr ( 0 ) ) >> 63 ) ) / 8
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m [ "read_only" ] = c . config . readOnly ( )
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m [ "cpus" ] = runtime . NumCPU ( )
m [ "threads" ] = runtime . GOMAXPROCS ( 0 )
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switch msg . OutputType {
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case JSON :
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data , err := json . Marshal ( m )
if err != nil {
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return NOMessage , 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
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res = resp . StringValue ( ` { "ok":true,"stats": ` + string ( data ) + ` ,"elapsed":" ` + time . Now ( ) . Sub ( start ) . String ( ) + "\"}" )
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case RESP :
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vals := respValuesSimpleMap ( m )
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
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res = resp . ArrayValue ( vals )
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}
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return res , nil
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}
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func ( c * Server ) writeInfoServer ( w * bytes . Buffer ) {
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fmt . Fprintf ( w , "tile38_version:%s\r\n" , core . Version )
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fmt . Fprintf ( w , "redis_version:%s\r\n" , core . Version ) //Version of the Redis server
fmt . Fprintf ( w , "uptime_in_seconds:%d\r\n" , time . Now ( ) . Sub ( c . started ) / time . Second ) //Number of seconds since Redis server start
}
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func ( c * Server ) writeInfoClients ( w * bytes . Buffer ) {
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c . connsmu . RLock ( )
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fmt . Fprintf ( w , "connected_clients:%d\r\n" , len ( c . conns ) ) // Number of client connections (excluding connections from slaves)
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c . connsmu . RUnlock ( )
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}
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func ( c * Server ) writeInfoMemory ( w * bytes . Buffer ) {
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var mem runtime . MemStats
runtime . ReadMemStats ( & mem )
fmt . Fprintf ( w , "used_memory:%d\r\n" , mem . Alloc ) // total number of bytes allocated by Redis using its allocator (either standard libc, jemalloc, or an alternative allocator such as tcmalloc
}
func boolInt ( t bool ) int {
if t {
return 1
}
return 0
}
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func ( c * Server ) writeInfoPersistence ( w * bytes . Buffer ) {
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fmt . Fprintf ( w , "aof_enabled:1\r\n" )
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fmt . Fprintf ( w , "aof_rewrite_in_progress:%d\r\n" , boolInt ( c . shrinking ) ) // Flag indicating a AOF rewrite operation is on-going
fmt . Fprintf ( w , "aof_last_rewrite_time_sec:%d\r\n" , c . lastShrinkDuration . get ( ) / int ( time . Second ) ) // Duration of the last AOF rewrite operation in seconds
currentShrinkStart := c . currentShrinkStart . get ( )
if currentShrinkStart . IsZero ( ) {
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fmt . Fprintf ( w , "aof_current_rewrite_time_sec:0\r\n" ) // Duration of the on-going AOF rewrite operation if any
} else {
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fmt . Fprintf ( w , "aof_current_rewrite_time_sec:%d\r\n" , time . Now ( ) . Sub ( currentShrinkStart ) / time . Second ) // Duration of the on-going AOF rewrite operation if any
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}
}
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func ( c * Server ) writeInfoStats ( w * bytes . Buffer ) {
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fmt . Fprintf ( w , "total_connections_received:%d\r\n" , c . statsTotalConns . get ( ) ) // Total number of connections accepted by the server
fmt . Fprintf ( w , "total_commands_processed:%d\r\n" , c . statsTotalCommands . get ( ) ) // Total number of commands processed by the server
fmt . Fprintf ( w , "expired_keys:%d\r\n" , c . statsExpired . get ( ) ) // Total number of key expiration events
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}
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func ( c * Server ) writeInfoReplication ( w * bytes . Buffer ) {
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fmt . Fprintf ( w , "connected_slaves:%d\r\n" , len ( c . aofconnM ) ) // Number of connected slaves
}
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func ( c * Server ) writeInfoCluster ( w * bytes . Buffer ) {
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fmt . Fprintf ( w , "cluster_enabled:0\r\n" )
}
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func ( c * Server ) cmdInfo ( msg * Message ) ( res resp . Value , err error ) {
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start := time . Now ( )
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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sections := [ ] string { "server" , "clients" , "memory" , "persistence" , "stats" , "replication" , "cpu" , "cluster" , "keyspace" }
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switch len ( msg . Args ) {
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default :
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return NOMessage , errInvalidNumberOfArguments
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case 1 :
case 2 :
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section := strings . ToLower ( msg . Args [ 1 ] )
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switch section {
default :
sections = [ ] string { section }
case "all" :
sections = [ ] string { "server" , "clients" , "memory" , "persistence" , "stats" , "replication" , "cpu" , "commandstats" , "cluster" , "keyspace" }
case "default" :
}
}
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w := & bytes . Buffer { }
for i , section := range sections {
if i > 0 {
w . WriteString ( "\r\n" )
}
switch strings . ToLower ( section ) {
default :
continue
case "server" :
w . WriteString ( "# Server\r\n" )
c . writeInfoServer ( w )
case "clients" :
w . WriteString ( "# Clients\r\n" )
c . writeInfoClients ( w )
case "memory" :
w . WriteString ( "# Memory\r\n" )
c . writeInfoMemory ( w )
case "persistence" :
w . WriteString ( "# Persistence\r\n" )
c . writeInfoPersistence ( w )
case "stats" :
w . WriteString ( "# Stats\r\n" )
c . writeInfoStats ( w )
case "replication" :
w . WriteString ( "# Replication\r\n" )
c . writeInfoReplication ( w )
case "cpu" :
w . WriteString ( "# CPU\r\n" )
c . writeInfoCPU ( w )
case "cluster" :
w . WriteString ( "# Cluster\r\n" )
c . writeInfoCluster ( w )
}
}
switch msg . OutputType {
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case JSON :
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data , err := json . Marshal ( w . String ( ) )
if err != nil {
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return NOMessage , 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
res = resp . StringValue ( ` { "ok":true,"info": ` + string ( data ) + ` ,"elapsed":" ` + time . Now ( ) . Sub ( start ) . String ( ) + "\"}" )
2018-10-29 01:49:45 +03:00
case 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
res = resp . BytesValue ( w . Bytes ( ) )
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}
return res , nil
}
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func respValuesSimpleMap ( m map [ string ] interface { } ) [ ] resp . Value {
var keys [ ] string
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for key := range m {
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keys = append ( keys , key )
}
sort . Strings ( keys )
var vals [ ] resp . Value
for _ , key := range keys {
val := m [ key ]
vals = append ( vals , resp . StringValue ( key ) )
vals = append ( vals , resp . StringValue ( fmt . Sprintf ( "%v" , val ) ) )
}
return vals
}
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func ( c * Server ) statsCollections ( line string ) ( string , error ) {
2016-03-05 02:08:16 +03:00
start := time . Now ( )
var key string
var ms = [ ] map [ string ] interface { } { }
for len ( line ) > 0 {
line , key = token ( line )
col := c . getCol ( key )
if col != nil {
m := make ( map [ string ] interface { } )
points := col . PointCount ( )
m [ "num_points" ] = points
m [ "in_memory_size" ] = col . TotalWeight ( )
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m [ "num_objects" ] = col . Count ( )
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ms = append ( ms , m )
} else {
ms = append ( ms , nil )
}
}
data , err := json . Marshal ( ms )
if err != nil {
return "" , err
}
return ` { "ok":true,"stats": ` + string ( data ) + ` ,"elapsed":" ` + time . Now ( ) . Sub ( start ) . String ( ) + "\"}" , nil
}