package eventloop import ( log "github.com/sirupsen/logrus" lua "github.com/yuin/gopher-lua" luar "layeh.com/gopher-luar" "sync" "time" ) type job struct { cancelled bool fn func() } type Timer struct { job timer *time.Timer } type Interval struct { job ticker *time.Ticker stopChan chan struct{} } type EventLoop struct { vm *lua.LState jobChan chan func() jobCount int32 canRun bool auxJobs []func() auxJobsLock sync.Mutex wakeup chan struct{} stopCond *sync.Cond running bool enableConsole bool } func NewEventLoop(opts ...Option) *EventLoop { vm := lua.NewState() loop := &EventLoop{ vm: vm, jobChan: make(chan func()), wakeup: make(chan struct{}, 1), stopCond: sync.NewCond(&sync.Mutex{}), enableConsole: true, } for _, opt := range opts { opt(loop) } vm.SetGlobal("__loop", luar.New(vm, loop)) vm.PreloadModule("timers", loop.timerLoader) return loop } type Option func(*EventLoop) // EnableConsole controls whether the "console" module is loaded into // the runtime used by the loop. By default, loops are created with // the "console" module loaded, pass EnableConsole(false) to // NewEventLoop to disable this behavior. func EnableConsole(enableConsole bool) Option { return func(loop *EventLoop) { loop.enableConsole = enableConsole } } func (loop *EventLoop) timerLoader(L *lua.LState) int { // register functions to the table mod := L.SetFuncs(L.NewTable(), map[string]lua.LGFunction{ "setInterval": loop.setInterval, "setTimeout": loop.setTimeout, "clearInterval": loop.clearIntervalBinding, }) // returns the module L.Push(mod) return 1 } func (loop *EventLoop) schedule(repeating bool) int { if fn, ok := loop.vm.Get(1).(*lua.LFunction); ok { delay := loop.vm.CheckInt(2) var args []lua.LValue if loop.vm.GetTop() > 2 { args = make([]lua.LValue, loop.vm.GetTop()-2) for i := 3; i < loop.vm.GetTop(); i++ { args[i-3] = loop.vm.Get(i) } } f := func() { loop.vm.Push(fn) for _, arg := range args { loop.vm.Push(arg) } err := loop.vm.PCall(len(args), 0, fn) if err != nil { log.WithError(err).Warning("Error calling lua function for timer") } } loop.jobCount++ var val interface{} if repeating { val = loop.addInterval(f, time.Duration(delay)*time.Millisecond) } else { val = loop.addTimeout(f, time.Duration(delay)*time.Millisecond) } loop.vm.Push(luar.New(loop.vm, val)) return 1 } else { log.Println("Unable to get function to call") } return 0 } func (loop *EventLoop) setTimeout(_ *lua.LState) int { return loop.schedule(false) } func (loop *EventLoop) setInterval(_ *lua.LState) int { return loop.schedule(true) } func (loop *EventLoop) clearIntervalBinding(L *lua.LState) int { ud := L.CheckUserData(1) if interval, ok := ud.Value.(*Interval); ok { loop.clearInterval(interval) } return 0 } // SetTimeout schedules to run the specified function in the context // of the loop as soon as possible after the specified timeout period. // SetTimeout returns a Timer which can be passed to ClearTimeout. // The instance of goja.Runtime that is passed to the function and any Values derived // from it must not be used outside of the function. SetTimeout is // safe to call inside or outside of the loop. func (loop *EventLoop) SetTimeout(fn func(*lua.LState), timeout time.Duration) *Timer { t := loop.addTimeout(func() { fn(loop.vm) }, timeout) loop.addAuxJob(func() { loop.jobCount++ }) return t } // ClearTimeout cancels a Timer returned by SetTimeout if it has not run yet. // ClearTimeout is safe to call inside or outside of the loop. func (loop *EventLoop) ClearTimeout(t *Timer) { loop.addAuxJob(func() { loop.clearTimeout(t) }) } // SetInterval schedules to repeatedly run the specified function in // the context of the loop as soon as possible after every specified // timeout period. SetInterval returns an Interval which can be // passed to ClearInterval. The instance of goja.Runtime that is passed to the // function and any Values derived from it must not be used outside of // the function. SetInterval is safe to call inside or outside of the // loop. func (loop *EventLoop) SetInterval(fn func(*lua.LState), timeout time.Duration) *Interval { i := loop.addInterval(func() { fn(loop.vm) }, timeout) loop.addAuxJob(func() { loop.jobCount++ }) return i } // ClearInterval cancels an Interval returned by SetInterval. // ClearInterval is safe to call inside or outside of the loop. func (loop *EventLoop) ClearInterval(i *Interval) { loop.addAuxJob(func() { loop.clearInterval(i) }) } func (loop *EventLoop) setRunning() { loop.stopCond.L.Lock() if loop.running { panic("Loop is already started") } loop.running = true loop.stopCond.L.Unlock() } // Run calls the specified function, starts the event loop and waits until there are no more delayed jobs to run // after which it stops the loop and returns. // The instance of goja.Runtime that is passed to the function and any Values derived from it must not be used outside // of the function. // Do NOT use this function while the loop is already running. Use RunOnLoop() instead. // If the loop is already started it will panic. func (loop *EventLoop) Run(fn func(*lua.LState)) { loop.setRunning() fn(loop.vm) loop.run(false) } // Start the event loop in the background. The loop continues to run until Stop() is called. // If the loop is already started it will panic. func (loop *EventLoop) Start() { loop.setRunning() go loop.run(true) } // Stop the loop that was started with Start(). After this function returns there will be no more jobs executed // by the loop. It is possible to call Start() or Run() again after this to resume the execution. // Note, it does not cancel active timeouts. // It is not allowed to run Start() and Stop() concurrently. // Calling Stop() on an already stopped loop or inside the loop will hang. func (loop *EventLoop) Stop() { loop.jobChan <- func() { loop.canRun = false } loop.stopCond.L.Lock() for loop.running { loop.stopCond.Wait() } loop.stopCond.L.Unlock() } // RunOnLoop schedules to run the specified function in the context of the loop as soon as possible. // The order of the runs is preserved (i.e. the functions will be called in the same order as calls to RunOnLoop()) // The instance of goja.Runtime that is passed to the function and any Values derived from it must not be used outside // of the function. It is safe to call inside or outside of the loop. func (loop *EventLoop) RunOnLoop(fn func(*lua.LState)) { loop.addAuxJob(func() { fn(loop.vm) }) } func (loop *EventLoop) runAux() { loop.auxJobsLock.Lock() jobs := loop.auxJobs loop.auxJobs = nil loop.auxJobsLock.Unlock() for _, job := range jobs { job() } } func (loop *EventLoop) run(inBackground bool) { loop.canRun = true loop.runAux() for loop.canRun && (inBackground || loop.jobCount > 0) { select { case job := <-loop.jobChan: job() if loop.canRun { select { case <-loop.wakeup: loop.runAux() default: } } case <-loop.wakeup: loop.runAux() } } loop.stopCond.L.Lock() loop.running = false loop.stopCond.L.Unlock() loop.stopCond.Broadcast() } func (loop *EventLoop) addAuxJob(fn func()) { loop.auxJobsLock.Lock() loop.auxJobs = append(loop.auxJobs, fn) loop.auxJobsLock.Unlock() select { case loop.wakeup <- struct{}{}: default: } } func (loop *EventLoop) addTimeout(f func(), timeout time.Duration) *Timer { t := &Timer{ job: job{fn: f}, } t.timer = time.AfterFunc(timeout, func() { loop.jobChan <- func() { loop.doTimeout(t) } }) return t } func (loop *EventLoop) addInterval(f func(), timeout time.Duration) *Interval { i := &Interval{ job: job{fn: f}, ticker: time.NewTicker(timeout), stopChan: make(chan struct{}), } go i.run(loop) return i } func (loop *EventLoop) doTimeout(t *Timer) { if !t.cancelled { t.fn() t.cancelled = true loop.jobCount-- } } func (loop *EventLoop) doInterval(i *Interval) { if !i.cancelled { i.fn() } } func (loop *EventLoop) clearTimeout(t *Timer) { if t != nil && !t.cancelled { t.timer.Stop() t.cancelled = true loop.jobCount-- } } func (loop *EventLoop) clearInterval(i *Interval) { if i != nil && !i.cancelled { i.cancelled = true close(i.stopChan) loop.jobCount-- } } func (i *Interval) run(loop *EventLoop) { L: for { select { case <-i.stopChan: i.ticker.Stop() break L case <-i.ticker.C: loop.jobChan <- func() { loop.doInterval(i) } } } } func FromState(L *lua.LState) *EventLoop { loopGlobal := L.GetGlobal("__loop") if ud, ok := loopGlobal.(*lua.LUserData); ok { return ud.Value.(*EventLoop) } return nil }