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/*
* 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");
// 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", 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();
}
}
}
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