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using System.Text ;
using Lua ;
using Lua.Standard ;
namespace AIStudio.Tools.PluginSystem ;
public static partial class PluginFactory
{
private static readonly List < IAvailablePlugin > AVAILABLE_PLUGINS = [ ] ;
private static readonly SemaphoreSlim PLUGIN_LOAD_SEMAPHORE = new ( 1 , 1 ) ;
/// <summary>
/// A list of all available plugins.
/// </summary>
public static IReadOnlyCollection < IPluginMetadata > AvailablePlugins = > AVAILABLE_PLUGINS ;
/// <summary>
/// Try to load all plugins from the plugins directory.
/// </summary>
/// <remarks>
/// Loading plugins means:<br/>
/// - Parsing and checking the plugin code<br/>
/// - Check for forbidden plugins<br/>
/// - Creating a new instance of the allowed plugin<br/>
/// - Read the plugin metadata<br/>
/// <br/>
/// Loading a plugin does not mean to start the plugin, though.
/// </remarks>
public static async Task LoadAll ( CancellationToken cancellationToken = default )
{
if ( ! IS_INITIALIZED )
{
LOG . LogError ( "PluginFactory is not initialized. Please call Setup() before using it." ) ;
return ;
}
if ( ! await PLUGIN_LOAD_SEMAPHORE . WaitAsync ( 0 , cancellationToken ) )
return ;
try
{
LOG . LogInformation ( "Start loading plugins." ) ;
if ( ! Directory . Exists ( PLUGINS_ROOT ) )
{
LOG . LogInformation ( "No plugins found." ) ;
return ;
}
AVAILABLE_PLUGINS . Clear ( ) ;
//
// The easiest way to load all plugins is to find all `plugin.lua` files and load them.
// By convention, each plugin is enforced to have a `plugin.lua` file.
//
var pluginMainFiles = Directory . EnumerateFiles ( PLUGINS_ROOT , "plugin.lua" , SearchOption . AllDirectories ) ;
foreach ( var pluginMainFile in pluginMainFiles )
{
if ( cancellationToken . IsCancellationRequested )
break ;
LOG . LogInformation ( $"Try to load plugin: {pluginMainFile}" ) ;
var code = await File . ReadAllTextAsync ( pluginMainFile , Encoding . UTF8 , cancellationToken ) ;
var pluginPath = Path . GetDirectoryName ( pluginMainFile ) ! ;
var plugin = await Load ( pluginPath , code , cancellationToken ) ;
switch ( plugin )
{
case NoPlugin noPlugin when noPlugin . Issues . Any ( ) :
LOG . LogError ( $"Was not able to load plugin: '{pluginMainFile}'. Reason: {noPlugin.Issues.First()}" ) ;
continue ;
case NoPlugin :
LOG . LogError ( $"Was not able to load plugin: '{pluginMainFile}'. Reason: Unknown." ) ;
continue ;
case { IsValid : false } :
LOG . LogError ( $"Was not able to load plugin '{pluginMainFile}', because the Lua code is not a valid AI Studio plugin. There are {plugin.Issues.Count()} issues to fix. First issue is: {plugin.Issues.FirstOrDefault()}" ) ;
#if DEBUG
foreach ( var pluginIssue in plugin . Issues )
LOG . LogError ( $"Plugin issue: {pluginIssue}" ) ;
#endif
continue ;
case { IsMaintained : false } :
LOG . LogWarning ( $"The plugin '{pluginMainFile}' is not maintained anymore. Please consider to disable it." ) ;
break ;
}
LOG . LogInformation ( $"Successfully loaded plugin: '{pluginMainFile}' (Id='{plugin.Id}', Type='{plugin.Type}', Name='{plugin.Name}', Version='{plugin.Version}', Authors='{string.Join(" , ", plugin.Authors)}')" ) ;
AVAILABLE_PLUGINS . Add ( new PluginMetadata ( plugin , pluginPath ) ) ;
}
// Start or restart all plugins:
await RestartAllPlugins ( cancellationToken ) ;
}
finally
{
PLUGIN_LOAD_SEMAPHORE . Release ( ) ;
LOG . LogInformation ( "Finished loading plugins." ) ;
}
}
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public static async Task < PluginBase > Load ( string? pluginPath , string code , CancellationToken cancellationToken = default )
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{
if ( ForbiddenPlugins . Check ( code ) is { IsForbidden : true } forbiddenState )
return new NoPlugin ( $"This plugin is forbidden: {forbiddenState.Message}" ) ;
var state = LuaState . Create ( ) ;
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if ( ! string . IsNullOrWhiteSpace ( pluginPath ) )
{
// Add the module loader so that the plugin can load other Lua modules:
state . ModuleLoader = new PluginLoader ( pluginPath ) ;
}
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// Add some useful libraries:
state . OpenModuleLibrary ( ) ;
state . OpenStringLibrary ( ) ;
state . OpenTableLibrary ( ) ;
state . OpenMathLibrary ( ) ;
state . OpenBitwiseLibrary ( ) ;
state . OpenCoroutineLibrary ( ) ;
try
{
await state . DoStringAsync ( code , cancellationToken : cancellationToken ) ;
}
catch ( LuaParseException e )
{
return new NoPlugin ( $"Was not able to parse the plugin: {e.Message}" ) ;
}
catch ( LuaRuntimeException e )
{
return new NoPlugin ( $"Was not able to run the plugin: {e.Message}" ) ;
}
if ( ! state . Environment [ "TYPE" ] . TryRead < string > ( out var typeText ) )
return new NoPlugin ( "TYPE does not exist or is not a valid string." ) ;
if ( ! Enum . TryParse < PluginType > ( typeText , out var type ) )
return new NoPlugin ( $"TYPE is not a valid plugin type. Valid types are: {CommonTools.GetAllEnumValues<PluginType>()}" ) ;
if ( type is PluginType . NONE )
return new NoPlugin ( $"TYPE is not a valid plugin type. Valid types are: {CommonTools.GetAllEnumValues<PluginType>()}" ) ;
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var isInternal = ! string . IsNullOrWhiteSpace ( pluginPath ) & & pluginPath . StartsWith ( INTERNAL_PLUGINS_ROOT , StringComparison . OrdinalIgnoreCase ) ;
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return type switch
{
PluginType . LANGUAGE = > new PluginLanguage ( isInternal , state , type ) ,
_ = > new NoPlugin ( "This plugin type is not supported yet. Please try again with a future version of AI Studio." )
} ;
}
}