2016-03-05 02:08:16 +03:00
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package controller
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import (
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"bytes"
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2018-02-15 22:08:27 +03:00
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"errors"
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2016-03-05 02:08:16 +03:00
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"time"
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2016-03-29 00:16:21 +03:00
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"github.com/tidwall/resp"
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2018-10-11 00:25:40 +03:00
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"github.com/tidwall/geojson"
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"github.com/tidwall/tile38/internal/glob"
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"github.com/tidwall/tile38/internal/server"
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2016-03-05 02:08:16 +03:00
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)
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2018-08-14 03:05:30 +03:00
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func (c *Controller) cmdScanArgs(vs []resp.Value) (
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s liveFenceSwitches, err error,
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) {
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var t searchScanBaseTokens
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vs, t, err = c.parseSearchScanBaseTokens("scan", t, vs)
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if err != nil {
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2016-03-05 02:08:16 +03:00
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return
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}
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2018-08-14 03:05:30 +03:00
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s.searchScanBaseTokens = t
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2016-03-29 00:16:21 +03:00
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if len(vs) != 0 {
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2016-03-05 02:08:16 +03:00
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err = errInvalidNumberOfArguments
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return
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}
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return
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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) cmdScan(msg *server.Message) (res resp.Value, err error) {
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2016-03-05 02:08:16 +03:00
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start := time.Now()
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2016-03-29 00:16:21 +03:00
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vs := msg.Values[1:]
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2018-02-15 22:08:27 +03:00
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s, err := c.cmdScanArgs(vs)
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2018-03-05 21:10:40 +03:00
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if s.usingLua() {
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defer s.Close()
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defer func() {
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if r := recover(); r != nil {
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res = server.NOMessage
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err = errors.New(r.(string))
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return
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}
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}()
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}
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2016-03-05 02:08:16 +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, err
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2016-03-05 02:08:16 +03:00
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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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wr := &bytes.Buffer{}
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2018-02-15 22:08:27 +03:00
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sw, err := c.newScanWriter(
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wr, msg, s.key, s.output, s.precision, s.glob, false,
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s.cursor, s.limit, s.wheres, s.whereins, s.whereevals, s.nofields)
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2016-03-05 02:08:16 +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, err
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2016-03-05 02:08:16 +03:00
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}
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2016-03-29 00:16:21 +03:00
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if msg.OutputType == server.JSON {
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wr.WriteString(`{"ok":true`)
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2016-03-05 02:08:16 +03:00
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}
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sw.writeHead()
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if sw.col != nil {
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2017-09-04 17:20:03 +03:00
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if sw.output == outputCount && len(sw.wheres) == 0 &&
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len(sw.whereins) == 0 && sw.globEverything == true {
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2016-07-13 07:59:36 +03:00
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count := sw.col.Count() - int(s.cursor)
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2016-03-05 02:08:16 +03:00
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if count < 0 {
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count = 0
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}
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sw.count = uint64(count)
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} else {
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2016-07-13 07:51:01 +03:00
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g := glob.Parse(sw.globPattern, s.desc)
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2016-07-12 22:18:16 +03:00
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if g.Limits[0] == "" && g.Limits[1] == "" {
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2017-07-24 18:26:10 +03:00
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sw.col.Scan(s.desc,
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2016-07-12 22:18:16 +03:00
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func(id string, o geojson.Object, fields []float64) bool {
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2017-01-10 19:49:48 +03:00
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return sw.writeObject(ScanWriterParams{
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2017-07-24 18:26:10 +03:00
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id: id,
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o: o,
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2017-01-10 19:49:48 +03:00
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fields: fields,
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})
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2016-07-12 22:18:16 +03:00
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},
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)
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2016-03-05 02:08:16 +03:00
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} else {
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2017-07-24 18:26:10 +03:00
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sw.col.ScanRange(g.Limits[0], g.Limits[1], s.desc,
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2016-07-10 23:23:50 +03:00
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func(id string, o geojson.Object, fields []float64) bool {
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2017-01-10 19:49:48 +03:00
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return sw.writeObject(ScanWriterParams{
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2017-07-24 18:26:10 +03:00
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id: id,
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o: o,
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2017-01-10 19:49:48 +03:00
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fields: fields,
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})
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2016-07-10 23:23:50 +03:00
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},
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)
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2016-03-05 02:08:16 +03:00
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}
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}
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}
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2017-07-24 18:26:10 +03:00
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sw.writeFoot()
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2016-03-29 00:16:21 +03:00
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if msg.OutputType == server.JSON {
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wr.WriteString(`,"elapsed":"` + time.Now().Sub(start).String() + "\"}")
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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.BytesValue(wr.Bytes()), nil
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2016-03-29 00:16:21 +03:00
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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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return sw.respOut, nil
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2016-03-05 02:08:16 +03:00
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}
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