Modules, rocks and applications | Tarantool
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Application server Creating an application Modules, rocks and applications

Modules, rocks and applications

To make our game logic available to other developers and Lua applications, let’s put it into a Lua module.

A module (called “rock” in Lua) is an optional library which enhances Tarantool functionality. So, we can install our logic as a module in Tarantool and use it from any Tarantool application or module. Like applications, modules in Tarantool can be written in Lua (rocks), C or C++.

Modules are good for two things:

  • easier code management (reuse, packaging, versioning), and
  • hot code reload without restarting the Tarantool instance.

Technically, a module is a file with source code that exports its functions in an API. For example, here is a Lua module named mymodule.lua that exports one function named myfun:

local exports = {}
exports.myfun = function(input_string)
   print('Hello', input_string)
return exports

To launch the function myfun() – from another module, from a Lua application, or from Tarantool itself, – we need to save this module as a file, then load this module with the require() directive and call the exported function.

For example, here’s a Lua application that uses myfun() function from mymodule.lua module:

-- loading the module
local mymodule = require('mymodule')

-- calling myfun() from within test() function
local test = function()

A thing to remember here is that the require() directive takes load paths to Lua modules from the package.path variable. This is a semicolon-separated string, where a question mark is used to interpolate the module name. By default, this variable contains system-wide Lua paths and the working directory. But if we put our modules inside a specific folder (e.g. scripts/), we need to add this folder to package.path before any calls to require():

package.path = 'scripts/?.lua;' .. package.path

For our microservice, a simple and convenient solution would be to put all methods in a Lua module (say pokemon.lua) and to write a Lua application (say game.lua) that initializes the gaming environment and starts the game loop.


Now let’s get down to implementation details. In our game, we need three entities:

  • map, which is an array of pokémons with coordinates of respawn locations; in this version of the game, let a location be a rectangle identified with two points, upper-left and lower-right;
  • player, which has an ID, a name, and coordinates of the player’s location point;
  • pokémon, which has the same fields as the player, plus a status (active/inactive, that is present on the map or not) and a catch probability (well, let’s give our pokémons a chance to escape :-) )

We’ll store these entities as tuples in Tarantool spaces. But to deliver our backend application as a microservice, the good practice would be to send/receive our data in the universal JSON format, thus using Tarantool as a document storage.

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