lua: refactor to simplify state creation and pooled script execution

This commit is contained in:
Meo597
2026-10-03 21:57:54 +08:00
parent 5afe260f10
commit 2610e57ecf
9 changed files with 126 additions and 117 deletions
+34 -13
View File
@@ -1,10 +1,10 @@
// Package lua provides shared GopherLua programs and state management for Xray scripts.
package lua
import (
"bufio"
"context"
"os"
"time"
glua "github.com/yuin/gopher-lua"
"github.com/yuin/gopher-lua/parse"
@@ -15,6 +15,10 @@ type Program struct {
proto *glua.FunctionProto
}
// LStateFactory returns a fully initialized state or nil and an error.
// Implementations must close partial states on failure; callers own successful states.
type LStateFactory func(context.Context) (*glua.LState, error)
// CompileFile reads and compiles a Lua file once.
func CompileFile(path string) (*Program, error) {
f, err := os.Open(path)
@@ -33,24 +37,41 @@ func CompileFile(path string) (*Program, error) {
return &Program{proto: proto}, nil
}
// NewState creates a VM, makes modules available, and executes the file top level.
// Module loaders run only when Lua calls require. Each state gets its own globals.
// The caller owns the returned state.
func (p *Program) NewState(ctx context.Context, register func(*glua.LState)) (*glua.LState, error) {
// NewState creates a state, runs register, executes the program under ctx, and
// runs validate. It removes the initialization context before returning a state
// owned by the caller.
func (p *Program) NewState(ctx context.Context, register func(*glua.LState), validate func(*glua.LState) error) (*glua.LState, error) {
L := glua.NewState()
valid := false
defer func() {
if !valid {
L.Close()
}
}()
L.SetContext(ctx)
defer L.RemoveContext()
if register != nil {
register(L)
}
L.SetContext(ctx)
L.Push(L.NewFunctionFromProto(p.proto))
err := L.PCall(0, 0, nil)
L.RemoveContext()
if err == nil {
err = ctx.Err()
}
if err != nil {
L.Close()
// Execute the Lua script's top level.
if err := L.PCall(0, 0, nil); err != nil {
return nil, err
}
if validate != nil {
if err := validate(L); err != nil {
return nil, err
}
}
valid = true
return L, nil
}
// NewStateFactory returns a factory that gives each state an initialization timeout.
func (p *Program) NewStateFactory(initTimeout time.Duration, register func(*glua.LState), validate func(*glua.LState) error) LStateFactory {
return func(ctx context.Context) (*glua.LState, error) {
initCtx, cancel := context.WithTimeout(ctx, initTimeout)
defer cancel()
return p.NewState(initCtx, register, validate)
}
}