2018-10-29 01:49:45 +03:00
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package server
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2016-03-05 02:08:16 +03:00
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2016-12-12 20:33:28 +03:00
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import (
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"bytes"
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"encoding/json"
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"strconv"
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"strings"
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"time"
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2018-10-11 00:25:40 +03:00
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"github.com/tidwall/geojson"
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2016-12-12 20:33:28 +03:00
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"github.com/tidwall/gjson"
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"github.com/tidwall/resp"
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"github.com/tidwall/sjson"
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2018-10-11 00:25:40 +03:00
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"github.com/tidwall/tile38/internal/collection"
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2016-12-12 20:33:28 +03:00
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)
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2016-03-05 02:08:16 +03:00
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2016-12-28 21:16:28 +03:00
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func appendJSONString(b []byte, s string) []byte {
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for i := 0; i < len(s); i++ {
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if s[i] < ' ' || s[i] == '\\' || s[i] == '"' || s[i] > 126 {
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d, _ := json.Marshal(s)
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return append(b, string(d)...)
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}
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}
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b = append(b, '"')
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b = append(b, s...)
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b = append(b, '"')
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return b
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}
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2016-03-05 02:08:16 +03:00
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func jsonString(s string) string {
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for i := 0; i < len(s); i++ {
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2016-09-11 17:49:48 +03:00
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if s[i] < ' ' || s[i] == '\\' || s[i] == '"' || s[i] > 126 {
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2016-03-05 02:08:16 +03:00
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d, _ := json.Marshal(s)
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return string(d)
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}
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}
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2016-09-11 17:49:48 +03:00
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b := make([]byte, len(s)+2)
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b[0] = '"'
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2016-11-07 23:04:21 +03:00
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copy(b[1:], s)
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2016-09-11 17:49:48 +03:00
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b[len(b)-1] = '"'
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2016-11-07 23:04:21 +03:00
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return string(b)
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2016-03-05 02:08:16 +03:00
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}
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2019-10-27 05:33:35 +03:00
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2019-10-30 20:17:59 +03:00
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func isJSONNumber(data string) bool {
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2019-10-27 05:33:35 +03:00
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// Returns true if the given string can be encoded as a JSON number value.
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// See:
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// https://json.org
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// http://www.ecma-international.org/publications/files/ECMA-ST/ECMA-404.pdf
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2019-10-29 04:35:44 +03:00
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if data == "" {
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2019-10-27 05:33:35 +03:00
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return false
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}
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i := 0
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2019-10-29 04:35:44 +03:00
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// sign
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if data[i] == '-' {
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2019-10-27 05:33:35 +03:00
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i++
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}
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2019-10-29 04:35:44 +03:00
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if i == len(data) {
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2019-10-27 05:33:35 +03:00
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return false
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2019-10-29 04:35:44 +03:00
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}
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// int
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if data[i] == '0' {
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2019-10-27 05:33:35 +03:00
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i++
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2019-10-29 04:35:44 +03:00
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} else {
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for ; i < len(data); i++ {
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if data[i] >= '0' && data[i] <= '9' {
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continue
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}
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break
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2019-10-27 05:33:35 +03:00
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}
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}
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2019-10-29 04:35:44 +03:00
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// frac
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if i == len(data) {
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2019-10-27 05:33:35 +03:00
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return true
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}
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2019-10-29 04:35:44 +03:00
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if data[i] == '.' {
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i++
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if i == len(data) {
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return false
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}
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if data[i] < '0' || data[i] > '9' {
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return false
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}
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i++
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for ; i < len(data); i++ {
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if data[i] >= '0' && data[i] <= '9' {
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continue
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}
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break
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2019-10-27 05:33:35 +03:00
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}
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}
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2019-10-29 04:35:44 +03:00
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// exp
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if i == len(data) {
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return true
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}
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if data[i] == 'e' || data[i] == 'E' {
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2019-10-27 05:33:35 +03:00
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i++
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2019-10-29 04:35:44 +03:00
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if i == len(data) {
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return false
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}
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if data[i] == '+' || data[i] == '-' {
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2019-10-27 05:33:35 +03:00
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i++
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}
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2019-10-29 04:35:44 +03:00
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if i == len(data) {
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2019-10-27 05:33:35 +03:00
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return false
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2019-10-29 04:35:44 +03:00
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}
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if data[i] < '0' || data[i] > '9' {
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return false
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}
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i++
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for ; i < len(data); i++ {
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if data[i] >= '0' && data[i] <= '9' {
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continue
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2019-10-27 05:33:35 +03:00
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}
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2019-10-29 04:35:44 +03:00
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break
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2019-10-27 05:33:35 +03:00
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}
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}
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2019-10-29 04:35:44 +03:00
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return i == len(data)
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2019-10-27 05:33:35 +03:00
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}
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2018-10-11 00:25:40 +03:00
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func appendJSONSimpleBounds(dst []byte, o geojson.Object) []byte {
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bbox := o.Rect()
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dst = append(dst, `{"sw":{"lat":`...)
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dst = strconv.AppendFloat(dst, bbox.Min.Y, 'f', -1, 64)
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dst = append(dst, `,"lon":`...)
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dst = strconv.AppendFloat(dst, bbox.Min.X, 'f', -1, 64)
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dst = append(dst, `},"ne":{"lat":`...)
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dst = strconv.AppendFloat(dst, bbox.Max.Y, 'f', -1, 64)
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dst = append(dst, `,"lon":`...)
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dst = strconv.AppendFloat(dst, bbox.Max.X, 'f', -1, 64)
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dst = append(dst, `}}`...)
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return dst
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}
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func appendJSONSimplePoint(dst []byte, o geojson.Object) []byte {
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point := o.Center()
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2021-09-26 16:09:43 +03:00
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z := extractZCoordinate(o)
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2018-10-11 00:25:40 +03:00
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dst = append(dst, `{"lat":`...)
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dst = strconv.AppendFloat(dst, point.Y, 'f', -1, 64)
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dst = append(dst, `,"lon":`...)
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dst = strconv.AppendFloat(dst, point.X, 'f', -1, 64)
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if z != 0 {
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dst = append(dst, `,"z":`...)
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dst = strconv.AppendFloat(dst, z, 'f', -1, 64)
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}
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dst = append(dst, '}')
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return dst
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}
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2016-12-12 20:33:28 +03:00
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2018-08-03 03:36:18 +03:00
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func appendJSONTimeFormat(b []byte, t time.Time) []byte {
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b = append(b, '"')
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b = t.AppendFormat(b, "2006-01-02T15:04:05.999999999Z07:00")
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b = append(b, '"')
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return b
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}
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func jsonTimeFormat(t time.Time) string {
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var b []byte
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b = appendJSONTimeFormat(b, t)
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return string(b)
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}
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2019-10-30 20:17:59 +03:00
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func (s *Server) cmdJget(msg *Message) (resp.Value, error) {
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2016-12-12 20:33:28 +03:00
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start := time.Now()
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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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2018-10-29 01:49:45 +03:00
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if len(msg.Args) < 3 {
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return NOMessage, errInvalidNumberOfArguments
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2016-12-12 20:33:28 +03:00
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}
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2018-10-29 01:49:45 +03:00
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if len(msg.Args) > 5 {
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return NOMessage, errInvalidNumberOfArguments
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2016-12-12 20:33:28 +03:00
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}
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2018-10-29 01:49:45 +03:00
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key := msg.Args[1]
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id := msg.Args[2]
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2016-12-12 20:33:28 +03:00
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var doget bool
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var path string
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var raw bool
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2018-10-29 01:49:45 +03:00
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if len(msg.Args) > 3 {
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2016-12-12 20:33:28 +03:00
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doget = true
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2018-10-29 01:49:45 +03:00
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path = msg.Args[3]
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if len(msg.Args) == 5 {
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if strings.ToLower(msg.Args[4]) == "raw" {
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2016-12-12 20:33:28 +03:00
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raw = true
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} else {
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2018-10-29 01:49:45 +03:00
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return NOMessage, errInvalidArgument(msg.Args[4])
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2016-12-12 20:33:28 +03:00
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}
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}
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}
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2019-10-30 20:17:59 +03:00
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col := s.getCol(key)
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2016-12-12 20:33:28 +03:00
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if col == nil {
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2018-10-29 01:49:45 +03:00
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if msg.OutputType == RESP {
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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.NullValue(), nil
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2016-12-12 20:33:28 +03:00
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}
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2018-10-29 01:49:45 +03:00
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return NOMessage, errKeyNotFound
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2016-12-12 20:33:28 +03:00
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}
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Update expiration logic
This commit changes the logic for managing the expiration of
objects in the database.
Before: There was a server-wide hashmap that stored the
collection key, id, and expiration timestamp for all objects
that had a TTL. The hashmap was occasionally probed at 20
random positions, looking for objects that have expired. Those
expired objects were immediately deleted, and if there was 5
or more objects deleted, then the probe happened again, with
no delay. If the number of objects was less than 5 then the
there was a 1/10th of a second delay before the next probe.
Now: Rather than a server-wide hashmap, each collection has
its own ordered priority queue that stores objects with TTLs.
Rather than probing, there is a background routine that
executes every 1/10th of a second, which pops the expired
objects from the collection queues, and deletes them.
The collection/queue method is a more stable approach than
the hashmap/probing method. With probing, we can run into
major cache misses for some cases where there is wide
TTL duration, such as in the hours or days. This may cause
the system to occasionally fall behind, leaving should-be
expired objects in memory. Using a queue, there is no
cache misses, all objects that should be expired will be
right away, regardless of the TTL durations.
Fixes #616
2021-07-12 23:37:50 +03:00
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o, _, _, ok := col.Get(id)
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2016-12-12 20:33:28 +03:00
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if !ok {
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2018-10-29 01:49:45 +03:00
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if msg.OutputType == 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
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return resp.NullValue(), nil
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2016-12-12 20:33:28 +03:00
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}
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2018-10-29 01:49:45 +03:00
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return NOMessage, errIDNotFound
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2016-12-12 20:33:28 +03:00
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}
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var res gjson.Result
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if doget {
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res = gjson.Get(o.String(), path)
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} else {
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res = gjson.Parse(o.String())
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}
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var val string
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if raw {
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val = res.Raw
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} else {
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val = res.String()
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}
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var buf bytes.Buffer
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2018-10-29 01:49:45 +03:00
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if msg.OutputType == JSON {
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2016-12-12 20:33:28 +03:00
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buf.WriteString(`{"ok":true`)
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}
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switch msg.OutputType {
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2018-10-29 01:49:45 +03:00
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case JSON:
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2016-12-12 20:33:28 +03:00
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if res.Exists() {
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buf.WriteString(`,"value":` + jsonString(val))
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}
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2021-03-31 18:13:44 +03:00
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buf.WriteString(`,"elapsed":"` + time.Since(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.StringValue(buf.String()), nil
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2018-10-29 01:49:45 +03:00
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case RESP:
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2016-12-12 20:33:28 +03:00
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if !res.Exists() {
|
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.NullValue(), nil
|
2016-12-12 20:33:28 +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.StringValue(val), nil
|
2016-12-12 20:33:28 +03:00
|
|
|
}
|
2018-10-29 01:49:45 +03:00
|
|
|
return NOMessage, nil
|
2016-12-12 20:33:28 +03:00
|
|
|
}
|
|
|
|
|
2019-10-30 20:17:59 +03:00
|
|
|
func (s *Server) cmdJset(msg *Message) (res resp.Value, d commandDetails, err error) {
|
2016-12-12 20:33:28 +03:00
|
|
|
// JSET key path value [RAW]
|
|
|
|
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
|
|
|
|
2016-12-12 20:33:28 +03:00
|
|
|
var raw, str bool
|
2018-10-29 01:49:45 +03:00
|
|
|
switch len(msg.Args) {
|
2016-12-12 20:33:28 +03:00
|
|
|
default:
|
2018-10-29 01:49:45 +03:00
|
|
|
return NOMessage, d, errInvalidNumberOfArguments
|
2016-12-12 20:33:28 +03:00
|
|
|
case 5:
|
|
|
|
case 6:
|
2018-10-29 01:49:45 +03:00
|
|
|
switch strings.ToLower(msg.Args[5]) {
|
2016-12-12 20:33:28 +03:00
|
|
|
default:
|
2018-10-29 01:49:45 +03:00
|
|
|
return NOMessage, d, errInvalidArgument(msg.Args[5])
|
2016-12-12 20:33:28 +03:00
|
|
|
case "raw":
|
|
|
|
raw = true
|
|
|
|
case "str":
|
|
|
|
str = true
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-10-29 01:49:45 +03:00
|
|
|
key := msg.Args[1]
|
|
|
|
id := msg.Args[2]
|
|
|
|
path := msg.Args[3]
|
|
|
|
val := msg.Args[4]
|
2016-12-12 20:33:28 +03:00
|
|
|
if !str && !raw {
|
|
|
|
switch val {
|
|
|
|
default:
|
2019-10-30 20:17:59 +03:00
|
|
|
raw = isJSONNumber(val)
|
2016-12-12 20:33:28 +03:00
|
|
|
case "true", "false", "null":
|
|
|
|
raw = true
|
|
|
|
}
|
|
|
|
}
|
2019-10-30 20:17:59 +03:00
|
|
|
col := s.getCol(key)
|
2016-12-12 20:33:28 +03:00
|
|
|
var createcol bool
|
|
|
|
if col == nil {
|
|
|
|
col = collection.New()
|
|
|
|
createcol = true
|
|
|
|
}
|
|
|
|
var json string
|
|
|
|
var geoobj bool
|
Update expiration logic
This commit changes the logic for managing the expiration of
objects in the database.
Before: There was a server-wide hashmap that stored the
collection key, id, and expiration timestamp for all objects
that had a TTL. The hashmap was occasionally probed at 20
random positions, looking for objects that have expired. Those
expired objects were immediately deleted, and if there was 5
or more objects deleted, then the probe happened again, with
no delay. If the number of objects was less than 5 then the
there was a 1/10th of a second delay before the next probe.
Now: Rather than a server-wide hashmap, each collection has
its own ordered priority queue that stores objects with TTLs.
Rather than probing, there is a background routine that
executes every 1/10th of a second, which pops the expired
objects from the collection queues, and deletes them.
The collection/queue method is a more stable approach than
the hashmap/probing method. With probing, we can run into
major cache misses for some cases where there is wide
TTL duration, such as in the hours or days. This may cause
the system to occasionally fall behind, leaving should-be
expired objects in memory. Using a queue, there is no
cache misses, all objects that should be expired will be
right away, regardless of the TTL durations.
Fixes #616
2021-07-12 23:37:50 +03:00
|
|
|
o, _, _, ok := col.Get(id)
|
2016-12-12 20:33:28 +03:00
|
|
|
if ok {
|
2018-10-11 00:25:40 +03:00
|
|
|
geoobj = objIsSpatial(o)
|
2016-12-12 20:33:28 +03:00
|
|
|
json = o.String()
|
|
|
|
}
|
|
|
|
if raw {
|
|
|
|
// set as raw block
|
|
|
|
json, err = sjson.SetRaw(json, path, val)
|
|
|
|
} else {
|
|
|
|
// set as a string
|
|
|
|
json, err = sjson.Set(json, path, val)
|
|
|
|
}
|
|
|
|
if err != nil {
|
2018-10-29 01:49:45 +03:00
|
|
|
return NOMessage, d, err
|
2016-12-12 20:33:28 +03:00
|
|
|
}
|
|
|
|
|
|
|
|
if geoobj {
|
|
|
|
nmsg := *msg
|
2018-10-29 01:49:45 +03:00
|
|
|
nmsg.Args = []string{"SET", key, id, "OBJECT", json}
|
2016-12-12 20:33:28 +03:00
|
|
|
// SET key id OBJECT json
|
Update expiration logic
This commit changes the logic for managing the expiration of
objects in the database.
Before: There was a server-wide hashmap that stored the
collection key, id, and expiration timestamp for all objects
that had a TTL. The hashmap was occasionally probed at 20
random positions, looking for objects that have expired. Those
expired objects were immediately deleted, and if there was 5
or more objects deleted, then the probe happened again, with
no delay. If the number of objects was less than 5 then the
there was a 1/10th of a second delay before the next probe.
Now: Rather than a server-wide hashmap, each collection has
its own ordered priority queue that stores objects with TTLs.
Rather than probing, there is a background routine that
executes every 1/10th of a second, which pops the expired
objects from the collection queues, and deletes them.
The collection/queue method is a more stable approach than
the hashmap/probing method. With probing, we can run into
major cache misses for some cases where there is wide
TTL duration, such as in the hours or days. This may cause
the system to occasionally fall behind, leaving should-be
expired objects in memory. Using a queue, there is no
cache misses, all objects that should be expired will be
right away, regardless of the TTL durations.
Fixes #616
2021-07-12 23:37:50 +03:00
|
|
|
return s.cmdSet(&nmsg)
|
2016-12-12 20:33:28 +03:00
|
|
|
}
|
|
|
|
if createcol {
|
2019-10-30 20:17:59 +03:00
|
|
|
s.setCol(key, col)
|
2016-12-12 20:33:28 +03:00
|
|
|
}
|
2016-12-14 17:37:02 +03:00
|
|
|
|
|
|
|
d.key = key
|
|
|
|
d.id = id
|
2018-10-11 00:25:40 +03:00
|
|
|
d.obj = collection.String(json)
|
2016-12-14 17:37:02 +03:00
|
|
|
d.timestamp = time.Now()
|
|
|
|
d.updated = true
|
|
|
|
|
Update expiration logic
This commit changes the logic for managing the expiration of
objects in the database.
Before: There was a server-wide hashmap that stored the
collection key, id, and expiration timestamp for all objects
that had a TTL. The hashmap was occasionally probed at 20
random positions, looking for objects that have expired. Those
expired objects were immediately deleted, and if there was 5
or more objects deleted, then the probe happened again, with
no delay. If the number of objects was less than 5 then the
there was a 1/10th of a second delay before the next probe.
Now: Rather than a server-wide hashmap, each collection has
its own ordered priority queue that stores objects with TTLs.
Rather than probing, there is a background routine that
executes every 1/10th of a second, which pops the expired
objects from the collection queues, and deletes them.
The collection/queue method is a more stable approach than
the hashmap/probing method. With probing, we can run into
major cache misses for some cases where there is wide
TTL duration, such as in the hours or days. This may cause
the system to occasionally fall behind, leaving should-be
expired objects in memory. Using a queue, there is no
cache misses, all objects that should be expired will be
right away, regardless of the TTL durations.
Fixes #616
2021-07-12 23:37:50 +03:00
|
|
|
col.Set(d.id, d.obj, nil, nil, 0)
|
2016-12-12 20:33:28 +03:00
|
|
|
switch msg.OutputType {
|
2018-10-29 01:49:45 +03:00
|
|
|
case JSON:
|
2016-12-12 20:33:28 +03:00
|
|
|
var buf bytes.Buffer
|
|
|
|
buf.WriteString(`{"ok":true`)
|
2021-03-31 18:13:44 +03:00
|
|
|
buf.WriteString(`,"elapsed":"` + time.Since(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()), d, nil
|
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
|
|
|
return resp.SimpleStringValue("OK"), d, nil
|
2016-12-12 20:33:28 +03:00
|
|
|
}
|
2018-10-29 01:49:45 +03:00
|
|
|
return NOMessage, d, nil
|
2016-12-12 20:33:28 +03:00
|
|
|
}
|
|
|
|
|
2019-10-30 20:17:59 +03:00
|
|
|
func (s *Server) cmdJdel(msg *Message) (res resp.Value, d commandDetails, err error) {
|
2016-12-12 20:33:28 +03:00
|
|
|
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
|
|
|
|
2018-10-29 01:49:45 +03:00
|
|
|
if len(msg.Args) != 4 {
|
|
|
|
return NOMessage, d, errInvalidNumberOfArguments
|
2016-12-12 20:33:28 +03:00
|
|
|
}
|
2018-10-29 01:49:45 +03:00
|
|
|
key := msg.Args[1]
|
|
|
|
id := msg.Args[2]
|
|
|
|
path := msg.Args[3]
|
2016-12-12 20:33:28 +03:00
|
|
|
|
2019-10-30 20:17:59 +03:00
|
|
|
col := s.getCol(key)
|
2016-12-12 20:33:28 +03:00
|
|
|
if col == nil {
|
2018-10-29 01:49:45 +03:00
|
|
|
if msg.OutputType == 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
|
2016-12-12 20:33:28 +03:00
|
|
|
}
|
2018-10-29 01:49:45 +03:00
|
|
|
return NOMessage, d, errKeyNotFound
|
2016-12-12 20:33:28 +03:00
|
|
|
}
|
|
|
|
|
|
|
|
var json string
|
|
|
|
var geoobj bool
|
Update expiration logic
This commit changes the logic for managing the expiration of
objects in the database.
Before: There was a server-wide hashmap that stored the
collection key, id, and expiration timestamp for all objects
that had a TTL. The hashmap was occasionally probed at 20
random positions, looking for objects that have expired. Those
expired objects were immediately deleted, and if there was 5
or more objects deleted, then the probe happened again, with
no delay. If the number of objects was less than 5 then the
there was a 1/10th of a second delay before the next probe.
Now: Rather than a server-wide hashmap, each collection has
its own ordered priority queue that stores objects with TTLs.
Rather than probing, there is a background routine that
executes every 1/10th of a second, which pops the expired
objects from the collection queues, and deletes them.
The collection/queue method is a more stable approach than
the hashmap/probing method. With probing, we can run into
major cache misses for some cases where there is wide
TTL duration, such as in the hours or days. This may cause
the system to occasionally fall behind, leaving should-be
expired objects in memory. Using a queue, there is no
cache misses, all objects that should be expired will be
right away, regardless of the TTL durations.
Fixes #616
2021-07-12 23:37:50 +03:00
|
|
|
o, _, _, ok := col.Get(id)
|
2016-12-12 20:33:28 +03:00
|
|
|
if ok {
|
2018-10-11 00:25:40 +03:00
|
|
|
geoobj = objIsSpatial(o)
|
2016-12-12 20:33:28 +03:00
|
|
|
json = o.String()
|
|
|
|
}
|
|
|
|
njson, err := sjson.Delete(json, path)
|
|
|
|
if err != nil {
|
2018-10-29 01:49:45 +03:00
|
|
|
return NOMessage, d, err
|
2016-12-12 20:33:28 +03:00
|
|
|
}
|
|
|
|
if njson == json {
|
|
|
|
switch msg.OutputType {
|
2018-10-29 01:49:45 +03:00
|
|
|
case JSON:
|
|
|
|
return NOMessage, d, errPathNotFound
|
|
|
|
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
|
|
|
return resp.IntegerValue(0), d, nil
|
2016-12-12 20:33:28 +03:00
|
|
|
}
|
2018-10-29 01:49:45 +03:00
|
|
|
return NOMessage, d, nil
|
2016-12-12 20:33:28 +03:00
|
|
|
}
|
|
|
|
json = njson
|
|
|
|
if geoobj {
|
|
|
|
nmsg := *msg
|
2018-10-29 01:49:45 +03:00
|
|
|
nmsg.Args = []string{"SET", key, id, "OBJECT", json}
|
2016-12-12 20:33:28 +03:00
|
|
|
// SET key id OBJECT json
|
Update expiration logic
This commit changes the logic for managing the expiration of
objects in the database.
Before: There was a server-wide hashmap that stored the
collection key, id, and expiration timestamp for all objects
that had a TTL. The hashmap was occasionally probed at 20
random positions, looking for objects that have expired. Those
expired objects were immediately deleted, and if there was 5
or more objects deleted, then the probe happened again, with
no delay. If the number of objects was less than 5 then the
there was a 1/10th of a second delay before the next probe.
Now: Rather than a server-wide hashmap, each collection has
its own ordered priority queue that stores objects with TTLs.
Rather than probing, there is a background routine that
executes every 1/10th of a second, which pops the expired
objects from the collection queues, and deletes them.
The collection/queue method is a more stable approach than
the hashmap/probing method. With probing, we can run into
major cache misses for some cases where there is wide
TTL duration, such as in the hours or days. This may cause
the system to occasionally fall behind, leaving should-be
expired objects in memory. Using a queue, there is no
cache misses, all objects that should be expired will be
right away, regardless of the TTL durations.
Fixes #616
2021-07-12 23:37:50 +03:00
|
|
|
return s.cmdSet(&nmsg)
|
2016-12-12 20:33:28 +03:00
|
|
|
}
|
2016-12-14 17:37:02 +03:00
|
|
|
|
|
|
|
d.key = key
|
|
|
|
d.id = id
|
2018-10-11 00:25:40 +03:00
|
|
|
d.obj = collection.String(json)
|
2016-12-14 17:37:02 +03:00
|
|
|
d.timestamp = time.Now()
|
|
|
|
d.updated = true
|
|
|
|
|
Update expiration logic
This commit changes the logic for managing the expiration of
objects in the database.
Before: There was a server-wide hashmap that stored the
collection key, id, and expiration timestamp for all objects
that had a TTL. The hashmap was occasionally probed at 20
random positions, looking for objects that have expired. Those
expired objects were immediately deleted, and if there was 5
or more objects deleted, then the probe happened again, with
no delay. If the number of objects was less than 5 then the
there was a 1/10th of a second delay before the next probe.
Now: Rather than a server-wide hashmap, each collection has
its own ordered priority queue that stores objects with TTLs.
Rather than probing, there is a background routine that
executes every 1/10th of a second, which pops the expired
objects from the collection queues, and deletes them.
The collection/queue method is a more stable approach than
the hashmap/probing method. With probing, we can run into
major cache misses for some cases where there is wide
TTL duration, such as in the hours or days. This may cause
the system to occasionally fall behind, leaving should-be
expired objects in memory. Using a queue, there is no
cache misses, all objects that should be expired will be
right away, regardless of the TTL durations.
Fixes #616
2021-07-12 23:37:50 +03:00
|
|
|
col.Set(d.id, d.obj, nil, nil, 0)
|
2016-12-12 20:33:28 +03:00
|
|
|
switch msg.OutputType {
|
2018-10-29 01:49:45 +03:00
|
|
|
case JSON:
|
2016-12-12 20:33:28 +03:00
|
|
|
var buf bytes.Buffer
|
|
|
|
buf.WriteString(`{"ok":true`)
|
2021-03-31 18:13:44 +03:00
|
|
|
buf.WriteString(`,"elapsed":"` + time.Since(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()), d, nil
|
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
|
|
|
return resp.IntegerValue(1), d, nil
|
2016-12-12 20:33:28 +03:00
|
|
|
}
|
2018-10-29 01:49:45 +03:00
|
|
|
return NOMessage, d, nil
|
2016-12-12 20:33:28 +03:00
|
|
|
}
|