Fix a regression where objects crossing regions in the same simulator (on their own or as attachments) with AppDomainLoading = false would create the new state in the source region area rather than the dest.

This was beause the code was finding the script DLL compiled for the source region as everything is in the same appdomain and using this as the location for the destination script state, etc.
This resolves the regression by passing the proper destination separately from the DLL retrieved.
Probably a regression since commit d7b92604 (11 July 2014).
Added regression test for this case.
At least partly addresses http://opensimulator.org/mantis/view.php?id=7278
mb-throttle-test
Justin Clark-Casey (justincc) 2014-12-10 00:25:27 +00:00
parent 227d2e2b61
commit 2b9f0647de
7 changed files with 266 additions and 61 deletions

View File

@ -32,6 +32,8 @@ namespace OpenSim.Framework
{ {
public interface ISceneObject public interface ISceneObject
{ {
string Name { get; }
UUID UUID { get; } UUID UUID { get; }
/// <summary> /// <summary>

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@ -255,6 +255,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
public void CopyAttachments(AgentData ad, IScenePresence sp) public void CopyAttachments(AgentData ad, IScenePresence sp)
{ {
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Copying attachment data into {0} in {1}", sp.Name, m_scene.Name);
if (ad.AttachmentObjects != null && ad.AttachmentObjects.Count > 0) if (ad.AttachmentObjects != null && ad.AttachmentObjects.Count > 0)
{ {
lock (sp.AttachmentsSyncLock) lock (sp.AttachmentsSyncLock)
@ -265,6 +267,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
{ {
((SceneObjectGroup)so).LocalId = 0; ((SceneObjectGroup)so).LocalId = 0;
((SceneObjectGroup)so).RootPart.ClearUpdateSchedule(); ((SceneObjectGroup)so).RootPart.ClearUpdateSchedule();
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Copying script state with {0} bytes for object {1} for {2} in {3}",
// ad.AttachmentObjectStates[i].Length, so.Name, sp.Name, m_scene.Name);
so.SetState(ad.AttachmentObjectStates[i++], m_scene); so.SetState(ad.AttachmentObjectStates[i++], m_scene);
m_scene.IncomingCreateObject(Vector3.Zero, so); m_scene.IncomingCreateObject(Vector3.Zero, so);
} }

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@ -222,7 +222,7 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
void SetVars(Dictionary<string, object> vars); void SetVars(Dictionary<string, object> vars);
DetectParams GetDetectParams(int idx); DetectParams GetDetectParams(int idx);
UUID GetDetectID(int idx); UUID GetDetectID(int idx);
void SaveState(string assembly); void SaveState();
void DestroyScriptInstance(); void DestroyScriptInstance();
IScriptApi GetApi(string name); IScriptApi GetApi(string name);

View File

@ -71,7 +71,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
private bool m_TimerQueued; private bool m_TimerQueued;
private DateTime m_EventStart; private DateTime m_EventStart;
private bool m_InEvent; private bool m_InEvent;
private string m_Assembly; private string m_assemblyPath;
private string m_dataPath;
private string m_CurrentEvent = String.Empty; private string m_CurrentEvent = String.Empty;
private bool m_InSelfDelete; private bool m_InSelfDelete;
private int m_MaxScriptQueue; private int m_MaxScriptQueue;
@ -244,12 +245,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
/// </summary> /// </summary>
/// <param name='dom'></param> /// <param name='dom'></param>
/// <param name='assembly'></param> /// <param name='assembly'></param>
/// <param name='dataPath'>
/// Path for all script associated data (state, etc.). In a multi-region set up
/// with all scripts loading into the same AppDomain this may not be the same place as the DLL itself.
/// </param>
/// <param name='stateSource'></param> /// <param name='stateSource'></param>
/// <returns>false if load failed, true if suceeded</returns> /// <returns>false if load failed, true if suceeded</returns>
public bool Load(AppDomain dom, Assembly scriptAssembly, StateSource stateSource) public bool Load(AppDomain dom, Assembly scriptAssembly, string dataPath, StateSource stateSource)
{ {
//m_Assembly = scriptAssembly.CodeBase; m_assemblyPath = scriptAssembly.Location;
m_Assembly = scriptAssembly.Location; m_dataPath = dataPath;
m_stateSource = stateSource; m_stateSource = stateSource;
try try
@ -270,14 +275,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
constructorParams = null; constructorParams = null;
} }
// m_log.DebugFormat(
// "[SCRIP
// scriptType.FullName, m_Assembly, Engine.World.Name);
if (dom != System.AppDomain.CurrentDomain) if (dom != System.AppDomain.CurrentDomain)
m_Script m_Script
= (IScript)dom.CreateInstanceAndUnwrap( = (IScript)dom.CreateInstanceAndUnwrap(
Path.GetFileNameWithoutExtension(m_Assembly), Path.GetFileNameWithoutExtension(m_assemblyPath),
scriptType.FullName, scriptType.FullName,
false, false,
BindingFlags.Default, BindingFlags.Default,
@ -305,7 +306,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
{ {
m_log.ErrorFormat( m_log.ErrorFormat(
"[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Error loading assembly {6}. Exception {7}{8}", "[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Error loading assembly {6}. Exception {7}{8}",
ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, m_Assembly, e.Message, e.StackTrace); ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, scriptAssembly.Location, e.Message, e.StackTrace);
return false; return false;
} }
@ -340,10 +341,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
m_SaveState = true; m_SaveState = true;
string savedState = Path.Combine(Path.GetDirectoryName(m_Assembly), ItemID.ToString() + ".state"); string savedState = Path.Combine(m_dataPath, ItemID.ToString() + ".state");
if (File.Exists(savedState)) if (File.Exists(savedState))
{ {
// m_log.DebugFormat(
// "[SCRIPT INSTANCE]: Found state for script {0} for {1} ({2}) at {3} in {4}",
// ItemID, savedState, Part.Name, Part.ParentGroup.Name, Part.ParentGroup.Scene.Name);
string xml = String.Empty; string xml = String.Empty;
try try
@ -385,12 +390,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
m_startedFromSavedState = true; m_startedFromSavedState = true;
} }
} }
else // else
{ // {
m_log.WarnFormat( // m_log.WarnFormat(
"[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Unable to load script state file {6}. Memory limit exceeded.", // "[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Unable to load script state file {6}. Memory limit exceeded.",
ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, savedState); // ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, savedState);
} // }
} }
catch (Exception e) catch (Exception e)
{ {
@ -401,11 +406,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
} }
// else // else
// { // {
// ScenePresence presence = Engine.World.GetScenePresence(part.OwnerID); // m_log.DebugFormat(
// "[SCRIPT INSTANCE]: Did not find state for script {0} for {1} ({2}) at {3} in {4}",
// if (presence != null && (!postOnRez)) // ItemID, savedState, Part.Name, Part.ParentGroup.Name, Part.ParentGroup.Scene.Name);
// presence.ControllingClient.SendAgentAlertMessage("Compile successful", false);
// } // }
return true; return true;
@ -498,8 +501,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
public void RemoveState() public void RemoveState()
{ {
string savedState = Path.Combine(Path.GetDirectoryName(m_Assembly), string savedState = Path.Combine(m_dataPath, ItemID.ToString() + ".state");
ItemID.ToString() + ".state");
// m_log.DebugFormat(
// "[SCRIPT INSTANCE]: Deleting state {0} for script {1} (id {2}) in part {3} (id {4}) in object {5} in {6}.",
// savedState, ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name);
try try
{ {
@ -849,7 +855,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
// This will be the very first event we deliver // This will be the very first event we deliver
// (state_entry) in default state // (state_entry) in default state
// //
SaveState(m_Assembly); SaveState();
m_SaveState = false; m_SaveState = false;
} }
@ -1043,7 +1049,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
return m_DetectParams[idx].Key; return m_DetectParams[idx].Key;
} }
public void SaveState(string assembly) public void SaveState()
{ {
// If we're currently in an event, just tell it to save upon return // If we're currently in an event, just tell it to save upon return
// //
@ -1065,7 +1071,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
{ {
try try
{ {
using (FileStream fs = File.Create(Path.Combine(Path.GetDirectoryName(assembly), ItemID.ToString() + ".state"))) using (FileStream fs = File.Create(Path.Combine(m_dataPath, ItemID.ToString() + ".state")))
{ {
Byte[] buf = Util.UTF8NoBomEncoding.GetBytes(xml); Byte[] buf = Util.UTF8NoBomEncoding.GetBytes(xml);
fs.Write(buf, 0, buf.Length); fs.Write(buf, 0, buf.Length);
@ -1149,7 +1155,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
public string GetAssemblyName() public string GetAssemblyName()
{ {
return m_Assembly; return m_assemblyPath;
} }
public string GetXMLState() public string GetXMLState()

View File

@ -40,10 +40,10 @@ using OpenSim.Tests.Common;
namespace OpenSim.Region.ScriptEngine.XEngine.Tests namespace OpenSim.Region.ScriptEngine.XEngine.Tests
{ {
/// <summary> /// <summary>
/// XEngine tests. /// Basic XEngine tests.
/// </summary> /// </summary>
[TestFixture] [TestFixture]
public class XEngineTest : OpenSimTestCase public class XEngineBasicTests : OpenSimTestCase
{ {
private TestScene m_scene; private TestScene m_scene;
private XEngine m_xEngine; private XEngine m_xEngine;

View File

@ -0,0 +1,195 @@
/*
* 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.Threading;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.Framework.EntityTransfer;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Tests.Common;
namespace OpenSim.Region.ScriptEngine.XEngine.Tests
{
/// <summary>
/// XEngine tests connected with crossing scripts between regions.
/// </summary>
[TestFixture]
public class XEngineCrossingTests : OpenSimTestCase
{
[TestFixtureSetUp]
public void FixtureInit()
{
// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
}
[TestFixtureTearDown]
public void TearDown()
{
// We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
// threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
// tests really shouldn't).
Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
}
/// <summary>
/// Test script state preservation when a script crosses between regions on the same simulator.
/// </summary>
[Test]
public void TestScriptCrossOnSameSimulator()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
UUID userId = TestHelpers.ParseTail(0x1);
int sceneObjectIdTail = 0x2;
EntityTransferModule etmA = new EntityTransferModule();
EntityTransferModule etmB = new EntityTransferModule();
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
XEngine xEngineA = new XEngine();
XEngine xEngineB = new XEngine();
xEngineA.DebugLevel = 1;
xEngineB.DebugLevel = 1;
IConfigSource 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");
IConfig modulesConfig = configSource.AddConfig("Modules");
modulesConfig.Set("EntityTransferModule", etmA.Name);
modulesConfig.Set("SimulationServices", lscm.Name);
SceneHelpers sh = new SceneHelpers();
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000, configSource);
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999, configSource);
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, configSource, lscm);
SceneHelpers.SetupSceneModules(sceneA, configSource, etmA, xEngineA);
SceneHelpers.SetupSceneModules(sceneB, configSource, etmB, xEngineB);
sceneA.StartScripts();
sceneB.StartScripts();
SceneObjectGroup soSceneA = SceneHelpers.AddSceneObject(sceneA, 1, userId, "so1-", sceneObjectIdTail);
soSceneA.AbsolutePosition = new Vector3(128, 10, 20);
// CREATE SCRIPT TODO
InventoryItemBase scriptItemSceneA = new InventoryItemBase();
// itemTemplate.ID = itemId;
scriptItemSceneA.Name = "script1";
scriptItemSceneA.Folder = soSceneA.UUID;
scriptItemSceneA.InvType = (int)InventoryType.LSL;
AutoResetEvent chatEvent = new AutoResetEvent(false);
OSChatMessage messageReceived = null;
sceneA.EventManager.OnChatFromWorld += (s, m) => { messageReceived = m; chatEvent.Set(); };
sceneA.RezNewScript(userId, scriptItemSceneA,
@"integer c = 0;
default
{
state_entry()
{
llSay(0, ""Script running"");
}
changed(integer change)
{
llSay(0, ""Changed"");
}
touch_start(integer n)
{
c = c + 1;
llSay(0, (string)c);
}
}");
chatEvent.WaitOne(60000);
Assert.That(messageReceived, Is.Not.Null, "No chat message received.");
Assert.That(messageReceived.Message, Is.EqualTo("Script running"));
{
// XXX: Should not be doing this so directly. Should call some variant of EventManager.touch() instead.
DetectParams[] det = new DetectParams[1];
det[0] = new DetectParams();
det[0].Key = userId;
det[0].Populate(sceneA);
EventParams ep = new EventParams("touch_start", new Object[] { new LSL_Types.LSLInteger(1) }, det);
xEngineA.PostObjectEvent(soSceneA.LocalId, ep);
chatEvent.WaitOne(60000);
Assert.That(messageReceived.Message, Is.EqualTo("1"));
}
sceneB.EventManager.OnChatFromWorld += (s, m) => { messageReceived = m; chatEvent.Set(); };
// Cross with a negative value
soSceneA.AbsolutePosition = new Vector3(128, -10, 20);
chatEvent.WaitOne(60000);
Assert.That(messageReceived.Message, Is.EqualTo("Changed"));
// TEST sending event to moved prim and output
{
SceneObjectGroup soSceneB = sceneB.GetSceneObjectGroup(soSceneA.Name);
TaskInventoryItem scriptItemSceneB = soSceneB.RootPart.Inventory.GetInventoryItem(scriptItemSceneA.Name);
// XXX: Should not be doing this so directly. Should call some variant of EventManager.touch() instead.
DetectParams[] det = new DetectParams[1];
det[0] = new DetectParams();
det[0].Key = userId;
det[0].Populate(sceneB);
EventParams ep = new EventParams("touch_start", new Object[] { new LSL_Types.LSLInteger(1) }, det);
xEngineB.PostObjectEvent(soSceneB.LocalId, ep);
chatEvent.WaitOne(60000);
Assert.That(messageReceived.Message, Is.EqualTo("2"));
}
}
}
}

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@ -716,13 +716,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
{ {
// Force a final state save // Force a final state save
// //
if (m_Assemblies.ContainsKey(instance.AssetID))
{
string assembly = m_Assemblies[instance.AssetID];
try try
{ {
instance.SaveState(assembly); instance.SaveState();
} }
catch (Exception e) catch (Exception e)
{ {
@ -732,7 +728,6 @@ namespace OpenSim.Region.ScriptEngine.XEngine
instance.PrimName, instance.ScriptName, instance.ItemID, instance.ObjectID, World.Name) instance.PrimName, instance.ScriptName, instance.ItemID, instance.ObjectID, World.Name)
, e); , e);
} }
}
// Clear the event queue and abort the instance thread // Clear the event queue and abort the instance thread
// //
@ -840,18 +835,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
foreach (IScriptInstance i in instances) foreach (IScriptInstance i in instances)
{ {
string assembly = String.Empty;
lock (m_Scripts)
{
if (!m_Assemblies.ContainsKey(i.AssetID))
continue;
assembly = m_Assemblies[i.AssetID];
}
try try
{ {
i.SaveState(assembly); i.SaveState();
} }
catch (Exception e) catch (Exception e)
{ {
@ -1181,6 +1167,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
{ {
m_Compiler.PerformScriptCompile(script, assetID.ToString(), item.OwnerID, out assemblyPath, out linemap); m_Compiler.PerformScriptCompile(script, assetID.ToString(), item.OwnerID, out assemblyPath, out linemap);
// m_log.DebugFormat(
// "[XENGINE]: Found assembly path {0} onrez {1} in {2}",
// assemblyPath, item.ItemID, World.Name);
if (!m_AddingAssemblies.ContainsKey(assemblyPath)) { if (!m_AddingAssemblies.ContainsKey(assemblyPath)) {
m_AddingAssemblies[assemblyPath] = 1; m_AddingAssemblies[assemblyPath] = 1;
} else { } else {
@ -1373,7 +1363,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
startParam, postOnRez, startParam, postOnRez,
m_MaxScriptQueue); m_MaxScriptQueue);
if (!instance.Load(m_AppDomains[appDomain], scriptAssembly, stateSource)) if (!instance.Load(
m_AppDomains[appDomain], scriptAssembly,
Path.Combine(ScriptEnginePath, World.RegionInfo.RegionID.ToString()), stateSource))
return false; return false;
// if (DebugLevel >= 1) // if (DebugLevel >= 1)
@ -2200,6 +2192,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
m_log.ErrorFormat("[XEngine]: Error whilst writing state file {0}, {1}", statepath, ex.Message); m_log.ErrorFormat("[XEngine]: Error whilst writing state file {0}, {1}", statepath, ex.Message);
} }
// m_log.DebugFormat(
// "[XEngine]: Wrote state for script item with ID {0} at {1} in {2}", itemID, statepath, m_Scene.Name);
return true; return true;
} }