- add object.NumObjects() - add object allocation limit in VM - delete objects.Break, objects.Continue, objects.ReturnValue - add Script.SetMaxAllocs() - update sandbox documentation - add some tests - remove duplicate values in compiled constants (fixes #96) - option to limit the maximum number of objects in compiled bytecode constants
7.4 KiB
Interoperability
Table of Contents
Using Scripts
Embedding and executing the Tengo code in Go is very easy. At a high level, this process is like:
- create a Script instance with your code,
- optionally add some Script Variables to Script,
- compile or directly run the script,
- retrieve output values from the Compiled instance.
The following is an example where a Tengo script is compiled and run with no input/output variables.
import "github.com/d5/tengo/script"
var code = `
reduce := func(seq, fn) {
s := 0
for x in seq { fn(x, s) }
return s
}
print(reduce([1, 2, 3], func(x, s) { s += x }))
`
func main() {
s := script.New([]byte(code))
if _, err := s.Run(); err != nil {
panic(err)
}
}
Here's another example where an input variable is added to the script, and, an output variable is accessed through Variable.Int function:
import (
"fmt"
"github.com/d5/tengo/script"
)
func main() {
s := script.New([]byte(`a := b + 20`))
// define variable 'b'
_ = s.Add("b", 10)
// compile the source
c, err := s.Compile()
if err != nil {
panic(err)
}
// run the compiled bytecode
// a compiled bytecode 'c' can be executed multiple times without re-compiling it
if err := c.Run(); err != nil {
panic(err)
}
// retrieve value of 'a'
a := c.Get("a")
fmt.Println(a.Int()) // prints "30"
// re-run after replacing value of 'b'
if err := c.Set("b", 20); err != nil {
panic(err)
}
if err := c.Run(); err != nil {
panic(err)
}
fmt.Println(c.Get("a").Int()) // prints "40"
}
A variable b
is defined by the user before compilation using Script.Add function. Then a compiled bytecode c
is used to execute the bytecode and get the value of global variables. In this example, the value of global variable a
is read using Compiled.Get function. See documentation for the full list of variable value functions.
Value of the global variables can be replaced using Compiled.Set function. But it will return an error if you try to set the value of un-defined global variables (e.g. trying to set the value of x
in the example).
Type Conversion Table
When adding a Variable (Script.Add), Script converts Go values into Tengo values based on the following conversion table.
Go Type | Tengo Type | Note |
---|---|---|
nil |
Undefined |
|
string |
String |
|
int64 |
Int |
|
int |
Int |
|
bool |
Bool |
|
rune |
Char |
|
byte |
Char |
|
float64 |
Float |
|
[]byte |
Bytes |
|
time.Time |
Time |
|
error |
Error{String} |
use error.Error() as String value |
map[string]Object |
Map |
|
map[string]interface{} |
Map |
individual elements converted to Tengo objects |
[]Object |
Array |
|
[]interface{} |
Array |
individual elements converted to Tengo objects |
Object |
Object |
(no type conversion performed) |
User Types
Users can add and use a custom user type in Tengo code by implementing Object interface. Tengo runtime will treat the user types in the same way it does to the runtime types with no performance overhead. See Object Types for more details.
Sandbox Environments
To securely compile and execute potentially unsafe script code, you can use the following Script functions.
Script.SetBuiltinFunctions(funcs []*objects.BuiltinFunction)
SetBuiltinFunctions resets all builtin functions in the compiler to the ones provided in the input parameter. Compiler will report a compile-time error if the a function not set is referenced. Passing nil
will disable all builtin functions. All builtin functions are included by default unless SetBuiltinFunctions
is called.
s := script.New([]byte(`print([1, 2, 3])`))
_, err := s.Run() // prints [1, 2, 3]
s.SetBuiltinFunctions(nil)
_, err := s.Run() // compile error
s.SetBuiltinFunctions([]*objects.BuiltinFunction{&objects.Builtins[0]})
_, err := s.Run() // prints [1, 2, 3]
Script.SetBuiltinModules(modules map[string]*objects.ImmutableMap)
SetBuiltinModules adds builtin modules provided in the input parameter. This can be used to add standard library modules into the compiler and VM. Compiler will report a compile-time error if the code tries to import a module that hasn't been included. Passing nil
will disable all builtin modules. No standard library modules are included by default unless SetBuiltinModules
is called.
s := script.New([]byte(`math := import("math"); a := math.abs(-19.84)`))
_, err := s.Run() // compile error
s.SetBuiltinModules(stdlib.Modules)
_, err := s.Run() // a = 19.84
s.SetBuiltinModules(nil)
_, err := s.Run() // compile error
s.SetBuiltinModules(map[string]*objects.ImmutableMap{"math": stdlib.Modules["math"]})
_, err := s.Run() // a = 19.84
Script.SetUserModuleLoader(loader compiler.ModuleLoader)
SetUserModuleLoader replaces the default user-module loader of the compiler, which tries to read the source from a local file.
s := script.New([]byte(`math := import("mod1"); a := math.foo()`))
s.SetUserModuleLoader(func(moduleName string) ([]byte, error) {
if moduleName == "mod1" {
return []byte(`foo := func() { return 5 }`), nil
}
return nil, errors.New("module not found")
})
Note that when a script is being added to another script as a module (via Script.AddModule
), it does not inherit the module loader from the main script.
Script.SetMaxAllocs(n int64)
SetMaxAllocs sets the maximum number of object allocations. Note this is a cumulative metric that tracks only the object creations. Set this to a negative number (e.g. -1
) if you don't need to limit the number of allocations.
tengo.MaxStringLen
Sets the maximum byte-length of string values. This limit applies to all running VM instances in the process. Also it's not recommended to set or update this value while any VM is executing.
tengo.MaxBytesLen
Sets the maximum length of bytes values. This limit applies to all running VM instances in the process. Also it's not recommended to set or update this value while any VM is executing.
Compiler and VM
Although it's not recommended, you can directly create and run the Tengo Parser, Compiler, and VM for yourself instead of using Scripts and Script Variables. It's a bit more involved as you have to manage the symbol tables and global variables between them, but, basically that's what Script and Script Variable is doing internally.
TODO: add more information here