Embedding and executing the Tengo code in Go is very easy. At a high level, this process is like:
The following is an example where a Tengo script is compiled and run with no input/output variables.
import "github.com/d5/tengo/v2"
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 := tengo.NewScript([]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/v2"
)
func main() {
s := tengo.NewScript([]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).
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) |
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.
To securely compile and execute potentially unsafe script code, you can use the following Script functions.
SetImports sets the import modules with corresponding names. Script does not include any modules by default. You can use this function to include the Standard Library.
s := tengo.NewScript([]byte(`math := import("math"); a := math.abs(-19.84)`))
s.SetImports(stdlib.GetModuleMap("math"))
// or, to include all stdlib at once
s.SetImports(stdlib.GetModuleMap(stdlib.AllModuleNames()...))
You can also include Tengo's written module using objects.SourceModule
(which implements objects.Importable
).
s := tengo.NewScript([]byte(`double := import("double"); a := double(20)`))
mods := tengo.NewModuleMap()
mods.AddSourceModule("double", []byte(`export func(x) { return x * 2 }`))
s.SetImports(mods)
To dynamically load or generate code for imported modules, implement and
provide a tengo.ModuleGetter
.
type DynamicModules struct {
mods tengo.ModuleGetter
fallback func (name string) tengo.Importable
}
func (dm *DynamicModules) Get(name string) tengo.Importable {
if mod := dm.mods.Get(name); mod != nil {
return mod
}
return dm.fallback()
}
// ...
mods := &DynamicModules{
mods: stdlib.GetModuleMap("math"),
fallback: func(name string) tengo.Importable {
src := ... // load or generate src for `name`
return &tengo.SourceModule{Src: src}
},
}
s := tengo.NewScript(`foo := import("foo")`)
s.SetImports(mods)
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.
EnableFileImport enables or disables module loading from the local files. It's disabled by default.
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.
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.
A compiled script (Compiled
) can be used to run the code multiple
times by a goroutine. If you want to run the compiled script by multiple
goroutine, you should use Compiled.Clone
function to make a copy of Compiled
instances.
Clone creates a new copy of Compiled instance. Cloned copies are safe for concurrent use by multiple goroutines.
for i := 0; i < concurrency; i++ {
go func(compiled *tengo.Compiled) {
// inputs
_ = compiled.Set("a", rand.Intn(10))
_ = compiled.Set("b", rand.Intn(10))
_ = compiled.Set("c", rand.Intn(10))
if err := compiled.Run(); err != nil {
panic(err)
}
// outputs
d = compiled.Get("d").Int()
e = compiled.Get("e").Int()
}(compiled.Clone()) // Pass the cloned copy of Compiled
}
Although it's not recommended, you can directly create and run the Tengo 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