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[NEW] Add scripting languages (for EVAL, etc.) using module API #1261
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This will be a good addition to Valkey to provide the underlying abstraction to support new engines easily. Few questions which comes to my mind and some discussed in the weekly meeting
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One cannot easily create parallel Lua engines. This is due to symbol collisions with the statically linked Lua, discussed here and here. Disabling the Lua support makes this straight-forward at the expense of losing the built-in Lua. Otherwise, module implementors must carefully move their Lua symbols to not collide (I never tried this). But then they can't use system-installed Lua libraries in their modules (maybe that's fine). At least once it is figured out for one Lua module, it will be figured out for all. Then it's a documentation issue =). Valkey could rename its Lua symbols since it is building and statically linking Lua from source. I'm not sure what that might break elsewhere. I hadn't tried this since 2016, but since I just upgraded the |
Yes.
What do you mean by host? Officially support or vendor? It's not impossible. I have no answer.
ModJS adds a new command EVALJS. Modules can always add their own commands, but the idea here is to provide an API for modules to hook in to EVAL and FUNCTIONs. We can extend this to triggers or events of some sort. Scripts without a shebang are Lua scripts for backward compatibility, at least by default. We could add a config to change the default engine though, but I imagine that all other languages will use a shebang.
They should be able to take advantage of the framework provided by EVAL + EVALSHA + SCRIPT LOAD, FUNCTION CREATE + FCALL, etc. There's a difference between scripts and functions. Scripts are part of an application and are written by the application developers while functions are assumed to be installed by a database admin. The caller of the function doesn't need to know which language the function was written in.
Yes. Do you have a suggestion? INFO? A new subcommand of FUNCTION or SCRIPT? |
@neomantra We discussed this, but we were not sure why. Dynamically linked symbols don't collide with statically linked symbols, do they? Does Lua itself use dynamic linking for its modules? Worst case, we can only have one Lua at a time. 😢 |
Yeah, I was trying to see what's Valkey's stance on supporting other scripting engines. |
Yes, since they use the same exact symbol names and the linker can't disambiguate. LuaJIT is intended to be a drop-in replacement for Lua 5.1. A Lua 5.4 load would by be similar. There are common names like I had a bit of a conversation with Claude (for this chat, "better" IMO than ChatGPT) on how to get around it and it is tricky and platform-specific -- don't have a sharing account but wasn't something I could do in 2016. Not sure if it is gauche to share prompts:
I did test this on ARM/OSX versus x64/Linux and got segfaults on both. I realized I quoted the wrong section earlier and my reply was meant to suggest you shouldn't make this a goal:
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@zuiderkwast I would like to implement the WASM engine using this approach. I can include the module API changes as part of the work I'm doing with WASM. |
@rjd15372 sounds great, but I'd prefer a separate PR for only the module API and a dummy engine module for testing that just returns the script code back or something. |
@zuiderkwast sure, I wasn't implying that all work would be in a single PR. I was thinking in the same lines as you. |
@zuiderkwast @madolson I opened a PR #1277 with the changes to the module API. |
I am generally aligned with the proposal of extending scripting language support via modules. I think it strikes a good balance between extensibility and complexity. |
Great questions, @hpatro!
Yes but there should be one "inbox" engine - the current Lua one. All others will come in via the modules
If by "first party" you meant "inbox", I think there should be one and only, i.e., the current Lua engine. Others will be shipped out of band via modules.
Make sense.
This would be bad coupling.
Can we encode the version in the shebang as well? |
@zuiderkwast what is your thought on supporting other scripting languages in FUNCTION? |
btw, we should capture the details in an RFC once we wrap up the discussion, I think. |
My thought is that it's a good idea and already implemented in #1277. But EVAL is very easy to use and preparations for that are started in #1312. I'd like a scripting engine module to provide FUNCTION and EVAL. It doesn't seem that hard to achieve both. |
The main languages/engines I can guess being used are WASM and JavaScript (e.g. V8), because are very well sandboxed by design, while Lua isn't. I can see other Lua versions provided by modules too, like LuaJIT, Lua 5.4 and Luau. For the Lua variants, it would be nice to allow a module to be the default engine, if built-in Lua is disabled, so many applications written for regular Lua can benefit without modification. |
I am not object to support more script languages, but all of them should be via the module part, even for the WASM in the future. We had better only keep Lua in core part, but we could give an option for user and developer to enable or disable it. |
Yes, module API for all new languages. We already agreed about this in the meeting some weeks ago. |
The problem/use-case that the feature addresses
Description of the feature
Looking at
function.c
, there is work started that should allows different "engines" for functions (FUNCTION CREATE, FCALL, etc.). For example, there is a function to register an engine. Currenly, Lua is the only engine, implemented infunctions_lua.c
. There is some separation here.Extend the existing modularity to the module API:
ValkeyModule_RegisterScriptingEngine
or similar.The module registers a callback that is invoked for executing code in commands like the EVAL, EVALSHA and FCALL.
In the beginning of an EVAL script, users can add a shebang, a line like
#!lua
and some optional flags or parameters, to select the scripting engine. This mechanism already exists, but currently, only "lua" exists. A module should be able to provide their own languages.To add Lua engine in parallel to the built-in Lua implementation, the module can register with a different name like "lua5.4", "luajit". For a module to be able to replace the default "lua" engine, the built-in Lua support needs to be disabled. For that, see #1204.
Alternatives you've considered
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Additional information
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