/* * 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 { /// /// Test that co-operative script thread termination is working correctly. /// [TestFixture] public class CoopTerminationTests : OpenSimTestCase { private TestScene m_scene; private OpenSim.Region.ScriptEngine.XEngine.XEngine m_xEngine; private AutoResetEvent m_chatEvent; private AutoResetEvent m_stoppedEvent; private OSChatMessage m_osChatMessageReceived; [SetUp] public void Init() { m_osChatMessageReceived = null; m_chatEvent = new AutoResetEvent(false); m_stoppedEvent = new AutoResetEvent(false); //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"); // Make sure loops aren't actually being terminated by a script delay wait. xEngineConfig.Set("ScriptDelayFactor", 0); // This is really just set for debugging the test. xEngineConfig.Set("WriteScriptSourceToDebugFile", true); // Set to false if we need to debug test so the old scripts don't get wiped before each separate test // xEngineConfig.Set("DeleteScriptsOnStartup", false); // This is not currently used at all for co-op termination. Bumping up to demonstrate that co-op termination // has an effect - without it tests will fail due to a 120 second wait for the event to finish. xEngineConfig.Set("WaitForEventCompletionOnScriptStop", 120000); m_scene = new SceneHelpers().SetupScene("My Test", TestHelpers.ParseTail(0x9999), 1000, 1000, configSource); SceneHelpers.SetupSceneModules(m_scene, configSource, m_xEngine); m_scene.StartScripts(); } /// /// Test co-operative termination on derez of an object containing a script with a long-running event. /// /// /// TODO: Actually compiling the script is incidental to this test. Really want a way to compile test scripts /// within the build itself. /// [Test] public void TestStopOnLongSleep() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); string script = @"default { state_entry() { llSay(0, ""Thin Lizzy""); llSleep(60); } }"; TestStop(script); } [Test] public void TestStopOnLongSingleStatementForLoop() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); string script = @"default { state_entry() { integer i = 0; llSay(0, ""Thin Lizzy""); for (i = 0; i < 2147483647; i++) llSay(0, ""Iter "" + (string)i); } }"; TestStop(script); } [Test] public void TestStopOnLongCompoundStatementForLoop() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); string script = @"default { state_entry() { integer i = 0; llSay(0, ""Thin Lizzy""); for (i = 0; i < 2147483647; i++) { llSay(0, ""Iter "" + (string)i); } } }"; TestStop(script); } [Test] public void TestStopOnLongSingleStatementWhileLoop() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); string script = @"default { state_entry() { integer i = 0; llSay(0, ""Thin Lizzy""); while (1 == 1) llSay(0, ""Iter "" + (string)i++); } }"; TestStop(script); } [Test] public void TestStopOnLongCompoundStatementWhileLoop() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); string script = @"default { state_entry() { integer i = 0; llSay(0, ""Thin Lizzy""); while (1 == 1) { llSay(0, ""Iter "" + (string)i++); } } }"; TestStop(script); } [Test] public void TestStopOnLongDoWhileLoop() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); string script = @"default { state_entry() { integer i = 0; llSay(0, ""Thin Lizzy""); do { llSay(0, ""Iter "" + (string)i++); } while (1 == 1); } }"; TestStop(script); } [Test] public void TestStopOnInfiniteJumpLoop() { TestHelpers.InMethod(); TestHelpers.EnableLogging(); string script = @"default { state_entry() { integer i = 0; llSay(0, ""Thin Lizzy""); @p1; llSay(0, ""Iter "" + (string)i++); jump p1; } }"; TestStop(script); } [Test] public void TestStopOnInfiniteUserFunctionCallLoop() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); string script = @" integer i = 0; ufn1() { llSay(0, ""Iter ufn1() "" + (string)i++); ufn1(); } default { state_entry() { integer i = 0; llSay(0, ""Thin Lizzy""); ufn1(); } }"; TestStop(script); } [Test] public void TestStopOnInfiniteManualEventCallLoop() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); string script = @"default { state_entry() { integer i = 0; llSay(0, ""Thin Lizzy""); llSay(0, ""Iter"" + (string)i++); default_event_state_entry(); } }"; TestStop(script); } private void TestStop(string script) { UUID userId = TestHelpers.ParseTail(0x1); // UUID objectId = TestHelpers.ParseTail(0x100); // UUID itemId = TestHelpers.ParseTail(0x3); string itemName = "TestStop() Item"; SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, "TestStop", 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, script); 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 next statement 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) { m_scene.EventManager.OnChatFromWorld -= OnChatFromWorld; Console.WriteLine("Got chat [{0}]", oscm.Message); m_osChatMessageReceived = oscm; m_chatEvent.Set(); } } }