flan/vendor/agent/flan_agent.c
Joseph Ferano 44e199186e An expression's module is unloaded; a redefinition's never can be
C-x C-e is the case that repeats - you evaluate expressions constantly and
redefine functions occasionally - and it is also the one case where unloading
is safe. The thunk is called directly by flan_reload_call rather than through a
cell, and it takes no registry slot, so once it has returned nothing points
into its text and the value it produced has been copied out. The module says so
with flan_reload_transient and the agent dlcloses it.

Skipping the registry matters for more than tidiness: the table holds 4096
names and an expression evaluated in a loop would have exhausted it.

A module that publishes a body can never make this claim, since leaving a
pointer behind is its whole purpose. Measured on a running program: sixteen
expression evaluations retain zero mappings, each redefinition retains three,
permanently and correctly.
2026-09-11 07:09:52 +07:00

220 lines
8.5 KiB
C

/* flan_agent — the half of the dev loop that lives in the running program.
*
* A redefinition arrives as a path to a .so (runtime/flan_dev.c and
* Emit.redefinition are what put it there). Two things have to happen to it,
* and they must happen on different threads:
*
* dlopen relocates the module and runs the loader. It is milliseconds,
* unbounded, and takes the loader lock. Doing it on the game thread
* is a dropped frame.
* install is one store per redefined function. It is sub-microsecond, and
* it must happen at a point where no redefined function is on the
* stack — a frame boundary — or a frame runs half in the old code
* and half in the new.
*
* So the listener thread does the loading and hands over a function pointer;
* the game thread calls flan-poll or flan-wait when it is between frames and
* that is when the swap becomes visible. Nothing else in the program needs to
* know the agent exists.
*
* Nothing is ever dlclosed: a cell holds an address inside a module's text,
* and unloading it would leave every call site pointing at unmapped memory.
*
* This is not a protocol. One line per request, the path to load, and a one
* line answer. The daemon and its nREPL are a separate program that will speak
* to a socket, not something this file grows into.
*/
#include <dlfcn.h>
#include <errno.h>
#include <stdlib.h>
#include <pthread.h>
#include <stdatomic.h>
#include <stdint.h>
#include <stdio.h>
#include <string.h>
#include <sys/socket.h>
#include <sys/un.h>
#include <time.h>
#include <unistd.h>
typedef void (*install_fn)(void);
/* A module may also carry a thunk to run once — that is C-x C-e, an expression
* compiled into a function with nowhere to be called from. It runs where the
* install happens, on the game thread between frames, because an expression
* that reads the program's state has to see it at a point the program agrees
* is consistent. */
typedef void (*call_fn)(void);
const char *flan_dev_result_get(uint64_t *gen, uint64_t *len);
/* A ring the listener writes and the game thread reads. One producer, one
* consumer, so two atomics and no lock — the game thread must never block on
* the loader. Overflow drops the oldest request rather than stalling; a dev
* loop that queues 64 reloads between two frames has a bigger problem. */
#define QUEUE 64
/* [handle] is set only for a module that declared itself transient — one that
* ran a thunk and left nothing behind. Everything else is kept mapped forever:
* a cell holds an address inside a module's text, and unloading it would leave
* every call site pointing at unmapped memory. */
typedef struct { install_fn install; call_fn call; void *handle; } job;
static job queue[QUEUE];
static atomic_uint head; /* written by the listener */
static atomic_uint tail; /* written by the game thread */
static int listen_fd = -1;
static pthread_t listener;
static atomic_int started;
static void publish(job j) {
unsigned h = atomic_load_explicit(&head, memory_order_relaxed);
queue[h % QUEUE] = j;
/* Release: the store to the slot must be visible before the index that
* advertises it. */
atomic_store_explicit(&head, h + 1, memory_order_release);
}
/* Returns how many modules were installed. Call it between frames. */
int32_t flan_agent_poll(void) {
unsigned t = atomic_load_explicit(&tail, memory_order_relaxed);
unsigned h = atomic_load_explicit(&head, memory_order_acquire);
int32_t n = 0;
while (t != h) {
job j = queue[t % QUEUE];
t++;
if (j.install != NULL) { j.install(); n++; }
/* After the install, so a thunk sees the bodies its own module published. */
if (j.call != NULL) { j.call(); }
if (j.handle != NULL) { dlclose(j.handle); }
}
atomic_store_explicit(&tail, t, memory_order_relaxed);
return n;
}
/* The same, but waits up to [ms] for something to arrive first. A game loop
* does not want this; a headless test does, because it makes the reload
* deterministic instead of a race against the frame rate. */
int32_t flan_agent_wait(int32_t ms) {
struct timespec step = { 0, 1000000 }; /* 1ms */
for (int32_t i = 0; i < ms; i++) {
int32_t n = flan_agent_poll();
if (n > 0) return n;
nanosleep(&step, NULL);
}
return flan_agent_poll();
}
/* MSG_NOSIGNAL rather than write(2). A reply goes out in more than one piece,
* and a sender that has read enough and closed leaves the rest of it writing
* into a closed socket — which is SIGPIPE, whose default action would kill the
* program the agent is embedded in. Suppressing it per call rather than
* installing a handler, because the disposition belongs to the program and not
* to us. */
static void reply(int fd, const char *s) {
size_t n = strlen(s);
while (n > 0) {
ssize_t k = send(fd, s, n, MSG_NOSIGNAL);
if (k <= 0) return;
s += k;
n -= (size_t)k;
}
}
/* One connection, one line, one module. Loading here rather than in the game
* thread is the whole reason this thread exists. */
static void serve(int fd) {
char line[4096];
size_t n = 0;
for (;;) {
ssize_t k = read(fd, line + n, sizeof line - n - 1);
if (k <= 0) return;
n += (size_t)k;
line[n] = '\0';
char *nl = strchr(line, '\n');
if (nl == NULL) {
if (n == sizeof line - 1) { reply(fd, "err path too long\n"); return; }
continue;
}
*nl = '\0';
/* The one verb that is not a module: read back the value of the last
* expression evaluated, with the counter that says whether it is a new
* one. The daemon polls this rather than the agent holding a connection
* open across a frame boundary it does not control. */
if (strcmp(line, "result") == 0) {
uint64_t gen = 0, len = 0;
const char *v = flan_dev_result_get(&gen, &len);
char hdr[64];
int k = snprintf(hdr, sizeof hdr, "%llu %llu\n", (unsigned long long)gen,
(unsigned long long)len);
if (k > 0) {
send(fd, hdr, (size_t)k, MSG_NOSIGNAL);
if (len > 0) send(fd, v, (size_t)len, MSG_NOSIGNAL);
}
return;
}
void *h = dlopen(line, RTLD_NOW | RTLD_LOCAL);
if (h == NULL) {
reply(fd, "err ");
reply(fd, dlerror());
reply(fd, "\n");
return;
}
install_fn f = (install_fn)(uintptr_t)dlsym(h, "flan_reload_install");
if (f == NULL) { reply(fd, "err no flan_reload_install\n"); return; }
/* Optional: only an expression evaluation has one. */
call_fn c = (call_fn)(uintptr_t)dlsym(h, "flan_reload_call");
/* And only one that leaves nothing behind may be unloaded. */
void *transient =
(c == NULL) ? NULL : dlsym(h, "flan_reload_transient");
/* Answer before queueing, not after. The game thread can install and run
* to completion between the two, and a program that exits there would tear
* down this connection with the reply still unwritten — which reaches the
* sender as a reset, not as an answer. */
reply(fd, "ok\n");
/* "queued", not "installed": the store happens on the game thread, at a
* time this thread does not get to choose. */
publish((job){ f, c, transient == NULL ? NULL : h });
return;
}
}
static void *accept_loop(void *arg) {
(void)arg;
for (;;) {
int fd = accept(listen_fd, NULL, NULL);
if (fd < 0) { if (errno == EINTR) continue; return NULL; }
serve(fd);
close(fd);
}
}
/* [path] is a Flan string: ptr and len, not NUL-terminated.
*
* FLAN_AGENT_SOCKET overrides it. A program's source has to name some path,
* and the daemon that launches the program is the one that knows where it
* wants to talk to it — without the override the daemon would have to guess,
* and guessing wrong fails silently: everything compiles, the module is built,
* and nothing ever receives it. */
int32_t flan_agent_start(const uint8_t *path, int64_t len) {
struct sockaddr_un addr;
const char *env = getenv("FLAN_AGENT_SOCKET");
if (atomic_exchange(&started, 1)) return 0;
if (env != NULL && env[0] != '\0') {
path = (const uint8_t *)env;
len = (int64_t)strlen(env);
}
if (len <= 0 || (size_t)len >= sizeof addr.sun_path) return -1;
memset(&addr, 0, sizeof addr);
addr.sun_family = AF_UNIX;
memcpy(addr.sun_path, path, (size_t)len);
unlink(addr.sun_path);
listen_fd = socket(AF_UNIX, SOCK_STREAM, 0);
if (listen_fd < 0) return -1;
if (bind(listen_fd, (struct sockaddr *)&addr, sizeof addr) < 0) return -1;
if (listen(listen_fd, 4) < 0) return -1;
if (pthread_create(&listener, NULL, accept_loop, NULL) != 0) return -1;
return 0;
}