fix: prevent lua engine getting killed and pool engines
This commit is contained in:
88
src/ts/mutex.ts
Normal file
88
src/ts/mutex.ts
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@@ -0,0 +1,88 @@
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/**
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* A lock for synchronizing async operations.
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* Use this to protect a critical section
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* from getting modified by multiple async operations
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* at the same time.
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*/
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export class Mutex {
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/**
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* When multiple operations attempt to acquire the lock,
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* this queue remembers the order of operations.
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*/
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private _queue: {
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resolve: (release: ReleaseFunction) => void
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}[] = []
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private _isLocked = false
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/**
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* Wait until the lock is acquired.
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* @returns A function that releases the acquired lock.
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*/
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acquire() {
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return new Promise<ReleaseFunction>((resolve) => {
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this._queue.push({resolve})
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this._dispatch()
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});
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}
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/**
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* Enqueue a function to be run serially.
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*
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* This ensures no other functions will start running
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* until `callback` finishes running.
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* @param callback Function to be run exclusively.
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* @returns The return value of `callback`.
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*/
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async runExclusive<T>(callback: () => Promise<T>) {
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const release = await this.acquire()
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try {
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return await callback()
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} finally {
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release()
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}
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}
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/**
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* Check the availability of the resource
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* and provide access to the next operation in the queue.
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*
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* _dispatch is called whenever availability changes,
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* such as after lock acquire request or lock release.
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*/
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private _dispatch() {
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if (this._isLocked) {
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// The resource is still locked.
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// Wait until next time.
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return
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}
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const nextEntry = this._queue.shift()
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if (!nextEntry) {
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// There is nothing in the queue.
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// Do nothing until next dispatch.
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return
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}
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// The resource is available.
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this._isLocked = true
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// and give access to the next operation
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// in the queue.
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nextEntry.resolve(this._buildRelease())
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}
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/**
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* Build a release function for each operation
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* so that it can release the lock after
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* the operation is complete.
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*/
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private _buildRelease(): ReleaseFunction {
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return () => {
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// Each release function make
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// the resource available again
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this._isLocked = false
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// and call dispatch.
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this._dispatch()
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}
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}
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}
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type ReleaseFunction = () => void
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@@ -11,14 +11,21 @@ import type { OpenAIChat } from ".";
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import { requestChatData } from "./request";
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import { requestChatData } from "./request";
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import { v4 } from "uuid";
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import { v4 } from "uuid";
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import { getModuleTriggers } from "./modules";
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import { getModuleTriggers } from "./modules";
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import { Mutex } from "../mutex";
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let luaFactory:LuaFactory
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let luaFactory:LuaFactory
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let luaEngine:LuaEngine
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let lastCode = ''
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let LuaSafeIds = new Set<string>()
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let LuaSafeIds = new Set<string>()
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let LuaEditDisplayIds = new Set<string>()
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let LuaEditDisplayIds = new Set<string>()
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let LuaLowLevelIds = new Set<string>()
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let LuaLowLevelIds = new Set<string>()
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interface LuaEngineState {
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code: string;
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engine: LuaEngine;
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mutex: Mutex;
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}
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let LuaEngines = new Map<string, LuaEngineState>()
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export async function runLua(code:string, arg:{
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export async function runLua(code:string, arg:{
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char?:character|groupChat|simpleCharacterArgument,
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char?:character|groupChat|simpleCharacterArgument,
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chat?:Chat
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chat?:Chat
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@@ -37,14 +44,26 @@ export async function runLua(code:string, arg:{
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let stopSending = false
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let stopSending = false
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let lowLevelAccess = arg.lowLevelAccess ?? false
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let lowLevelAccess = arg.lowLevelAccess ?? false
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if(!luaEngine || lastCode !== code){
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if(luaEngine){
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luaEngine.global.close()
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}
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if(!luaFactory){
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if(!luaFactory){
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makeLuaFactory()
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await makeLuaFactory()
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}
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}
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luaEngine = await luaFactory.createEngine({injectObjects: true})
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let luaEngineState = LuaEngines.get(mode)
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let wasEmpty = false
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if (!luaEngineState) {
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luaEngineState = {
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code,
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engine: await luaFactory.createEngine({injectObjects: true}),
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mutex: new Mutex()
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}
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LuaEngines.set(mode, luaEngineState)
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wasEmpty = true
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}
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return await luaEngineState.mutex.runExclusive(async () => {
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if (wasEmpty || code !== luaEngineState.code) {
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if (!wasEmpty)
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luaEngineState.engine.global.close()
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luaEngineState.engine = await luaFactory.createEngine({injectObjects: true})
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const luaEngine = luaEngineState.engine
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luaEngine.global.set('setChatVar', (id:string,key:string, value:string) => {
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luaEngine.global.set('setChatVar', (id:string,key:string, value:string) => {
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if(!LuaSafeIds.has(id) && !LuaEditDisplayIds.has(id)){
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if(!LuaSafeIds.has(id) && !LuaEditDisplayIds.has(id)){
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return
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return
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@@ -380,7 +399,7 @@ export async function runLua(code:string, arg:{
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})
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})
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await luaEngine.doString(luaCodeWarper(code))
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await luaEngine.doString(luaCodeWarper(code))
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lastCode = code
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luaEngineState.code = code
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}
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}
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let accessKey = v4()
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let accessKey = v4()
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if(mode === 'editDisplay'){
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if(mode === 'editDisplay'){
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@@ -393,6 +412,7 @@ export async function runLua(code:string, arg:{
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}
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}
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}
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}
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let res:any
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let res:any
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const luaEngine = luaEngineState.engine
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try {
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try {
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switch(mode){
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switch(mode){
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case 'input':{
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case 'input':{
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@@ -443,6 +463,7 @@ export async function runLua(code:string, arg:{
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return {
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return {
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stopSending, chat, res
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stopSending, chat, res
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}
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}
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})
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}
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}
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async function makeLuaFactory(){
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async function makeLuaFactory(){
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