feat(dns): add Lua scripting for DNS queries

This commit is contained in:
Meo597
2026-09-26 05:37:23 +08:00
parent 60e2a0c502
commit 235843c5d2
15 changed files with 681 additions and 8 deletions
+138
View File
@@ -0,0 +1,138 @@
package lua
import (
"context"
"errors"
"sync"
glua "github.com/yuin/gopher-lua"
)
const maxIdleStates = 16
// LStateFactory must initialize a state fully and observe ctx while doing so.
// The pool owns any non-nil state it returns, even when it also returns an error.
type LStateFactory func(ctx context.Context) (*glua.LState, error)
// Pool lends each state to one caller at a time. It grows on contention and
// keeps up to maxIdleStates idle states until Close. Callers decide whether a
// state is reusable.
type Pool struct {
ctx context.Context
cancel context.CancelFunc
factory LStateFactory
idle []*glua.LState
mu sync.Mutex
active sync.WaitGroup
closed bool
}
// NewPool initializes one state before returning, so top-level errors surface at startup.
func NewPool(ctx context.Context, factory LStateFactory) (*Pool, error) {
poolCtx, cancel := context.WithCancel(ctx)
// Create one state now to catch factory errors at startup.
state, err := factory(poolCtx)
if err != nil {
cancel()
if state != nil {
state.Close()
}
return nil, err
}
if state == nil {
cancel()
return nil, errors.New("Lua state factory returned nil")
}
if err := poolCtx.Err(); err != nil {
state.Close()
cancel()
return nil, err
}
return &Pool{ctx: poolCtx, cancel: cancel, factory: factory, idle: []*glua.LState{state}}, nil
}
// Context is cancelled by Close. Query contexts should derive from it.
func (p *Pool) Context() context.Context {
return p.ctx
}
// Acquire returns an initialized exclusive state, growing the pool if necessary.
func (p *Pool) Acquire() (*glua.LState, error) {
p.mu.Lock()
if p.closed || p.ctx.Err() != nil {
p.mu.Unlock()
return nil, p.ctx.Err()
}
p.active.Add(1)
n := len(p.idle)
if n != 0 {
state := p.idle[n-1]
p.idle = p.idle[:n-1]
p.mu.Unlock()
return state, nil
}
p.mu.Unlock()
// TODO: Limit the total number of states. When the limit is reached, wait
// for a Release instead of creating another state; allow the wait to be
// cancelled by the caller or by Close.
state, err := p.factory(p.ctx)
if err == nil && state == nil {
err = errors.New("Lua state factory returned nil")
}
if err != nil {
if state != nil {
state.Close()
}
p.active.Done()
return nil, err
}
if err := p.ctx.Err(); err != nil {
state.Close()
p.active.Done()
return nil, err
}
return state, nil
}
// Release returns a healthy state to the pool and closes a failed or cancelled one.
func (p *Pool) Release(state *glua.LState, reusable bool) {
if reusable {
p.mu.Lock()
if !p.closed && p.ctx.Err() == nil && len(p.idle) < maxIdleStates {
p.idle = append(p.idle, state)
} else {
reusable = false
}
p.mu.Unlock()
}
if !reusable {
state.Close()
}
p.active.Done()
}
// Close cancels active work, closes idle states, and waits for borrowed states.
func (p *Pool) Close() {
p.mu.Lock()
if !p.closed {
p.closed = true
p.cancel()
for _, state := range p.idle {
state.Close()
}
p.idle = nil
}
p.mu.Unlock()
p.active.Wait()
}