1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
|
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Threading;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.Scripting.WorldComm;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.ScriptEngine.XEngine;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Region.ScriptEngine.Shared.Instance.Tests
{
/// <summary>
/// Test that co-operative script thread termination is working correctly.
/// </summary>
[TestFixture]
public class CoopTerminationTests : OpenSimTestCase
{
private TestScene m_scene;
private OpenSim.Region.ScriptEngine.XEngine.XEngine m_xEngine;
private AutoResetEvent m_chatEvent = new AutoResetEvent(false);
private AutoResetEvent m_stoppedEvent = new AutoResetEvent(false);
private OSChatMessage m_osChatMessageReceived;
[TestFixtureSetUp]
public void Init()
{
//AppDomain.CurrentDomain.SetData("APPBASE", Environment.CurrentDirectory + "/bin");
// Console.WriteLine(AppDomain.CurrentDomain.BaseDirectory);
m_xEngine = new OpenSim.Region.ScriptEngine.XEngine.XEngine();
IniConfigSource configSource = new IniConfigSource();
IConfig startupConfig = configSource.AddConfig("Startup");
startupConfig.Set("DefaultScriptEngine", "XEngine");
IConfig xEngineConfig = configSource.AddConfig("XEngine");
xEngineConfig.Set("Enabled", "true");
xEngineConfig.Set("StartDelay", "0");
// These tests will not run with AppDomainLoading = true, at least on mono. For unknown reasons, the call
// to AssemblyResolver.OnAssemblyResolve fails.
xEngineConfig.Set("AppDomainLoading", "false");
xEngineConfig.Set("ScriptStopStrategy", "co-op");
m_scene = new SceneHelpers().SetupScene("My Test", UUID.Random(), 1000, 1000, configSource);
SceneHelpers.SetupSceneModules(m_scene, configSource, m_xEngine);
m_scene.StartScripts();
}
/// <summary>
/// Test co-operative termination on derez of an object containing a script with a long-running event.
/// </summary>
/// <remarks>
/// TODO: Actually compiling the script is incidental to this test. Really want a way to compile test scripts
/// within the build itself.
/// </remarks>
[Test]
public void TestStopOnLongSleep()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
// UUID objectId = TestHelpers.ParseTail(0x100);
// UUID itemId = TestHelpers.ParseTail(0x3);
string itemName = "TestStopOnObjectDerezLongSleep() Item";
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, "TestStopOnObjectDerezLongSleep", 0x100);
m_scene.AddNewSceneObject(so, true);
InventoryItemBase itemTemplate = new InventoryItemBase();
// itemTemplate.ID = itemId;
itemTemplate.Name = itemName;
itemTemplate.Folder = so.UUID;
itemTemplate.InvType = (int)InventoryType.LSL;
m_scene.EventManager.OnChatFromWorld += OnChatFromWorld;
SceneObjectPart partWhereRezzed = m_scene.RezNewScript(userId, itemTemplate,
@"default
{
state_entry()
{
llSay(0, ""Thin Lizzy"");
llSleep(60);
}
}");
TaskInventoryItem rezzedItem = partWhereRezzed.Inventory.GetInventoryItem(itemName);
// Wait for the script to start the event before we try stopping it.
m_chatEvent.WaitOne(60000);
Console.WriteLine("Script started with message [{0}]", m_osChatMessageReceived.Message);
// FIXME: This is a very poor way of trying to avoid a low-probability race condition where the script
// executes llSay() but has not started the sleep before we try to stop it.
Thread.Sleep(1000);
// We need a way of carrying on if StopScript() fail, since it won't return if the script isn't actually
// stopped. This kind of multi-threading is far from ideal in a regression test.
new Thread(() => { m_xEngine.StopScript(rezzedItem.ItemID); m_stoppedEvent.Set(); }).Start();
if (!m_stoppedEvent.WaitOne(30000))
Assert.Fail("Script did not co-operatively stop.");
bool running;
TaskInventoryItem scriptItem = partWhereRezzed.Inventory.GetInventoryItem(itemName);
Assert.That(
SceneObjectPartInventory.TryGetScriptInstanceRunning(m_scene, scriptItem, out running), Is.True);
Assert.That(running, Is.False);
}
[Test]
public void TestStopOnLongForLoop()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
// UUID objectId = TestHelpers.ParseTail(0x100);
// UUID itemId = TestHelpers.ParseTail(0x3);
string itemName = "TestStopOnLongForLoop() Item";
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, "TestStopOnLongForLoop", 0x100);
m_scene.AddNewSceneObject(so, true);
InventoryItemBase itemTemplate = new InventoryItemBase();
// itemTemplate.ID = itemId;
itemTemplate.Name = itemName;
itemTemplate.Folder = so.UUID;
itemTemplate.InvType = (int)InventoryType.LSL;
m_scene.EventManager.OnChatFromWorld += OnChatFromWorld;
SceneObjectPart partWhereRezzed = m_scene.RezNewScript(userId, itemTemplate,
@"default
{
state_entry()
{
llSay(0, ""Thin Lizzy"");
integer i = 0;
for (i = 0; i < 2147483647; i++)
llSay(0, ""Iter "" + (string)i);
}
}");
TaskInventoryItem rezzedItem = partWhereRezzed.Inventory.GetInventoryItem(itemName);
// Wait for the script to start the event before we try stopping it.
m_chatEvent.WaitOne(60000);
Console.WriteLine("Script started with message [{0}]", m_osChatMessageReceived.Message);
// FIXME: This is a very poor way of trying to avoid a low-probability race condition where the script
// executes llSay() but has not started the sleep before we try to stop it.
Thread.Sleep(1000);
// We need a way of carrying on if StopScript() fail, since it won't return if the script isn't actually
// stopped. This kind of multi-threading is far from ideal in a regression test.
new Thread(() => { m_xEngine.StopScript(rezzedItem.ItemID); m_stoppedEvent.Set(); }).Start();
if (!m_stoppedEvent.WaitOne(30000))
Assert.Fail("Script did not co-operatively stop.");
bool running;
TaskInventoryItem scriptItem = partWhereRezzed.Inventory.GetInventoryItem(itemName);
Assert.That(
SceneObjectPartInventory.TryGetScriptInstanceRunning(m_scene, scriptItem, out running), Is.True);
Assert.That(running, Is.False);
}
private void OnChatFromWorld(object sender, OSChatMessage oscm)
{
// Console.WriteLine("Got chat [{0}]", oscm.Message);
m_osChatMessageReceived = oscm;
m_chatEvent.Set();
}
}
}
|