diff --git a/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs b/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs index 1097efb856..35e5f185bd 100644 --- a/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs +++ b/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs @@ -97,6 +97,12 @@ namespace OpenSim.Region.ScriptEngine.Interfaces /// string State { get; set; } + /// + /// If true then the engine is responsible for persisted state. If false then some other component may + /// persist state (e.g. attachments persisting in assets). + /// + bool StatePersistedHere { get; } + /// /// Time the script was last started /// diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs index 79e4774aba..9498aa880a 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs @@ -58,6 +58,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + public bool StatePersistedHere { get { return m_AttachedAvatar == UUID.Zero; } } + /// /// The current work item if an event for this script is running or waiting to run, /// @@ -76,7 +78,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance private string m_CurrentEvent = String.Empty; private bool m_InSelfDelete; private int m_MaxScriptQueue; - private bool m_SaveState = true; + private bool m_SaveState; private int m_ControlEventsInQueue; private int m_LastControlLevel; private bool m_CollisionInQueue; @@ -238,6 +240,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance m_postOnRez = postOnRez; m_AttachedAvatar = Part.ParentGroup.AttachedAvatar; m_RegionID = Part.ParentGroup.Scene.RegionInfo.RegionID; + + m_SaveState = StatePersistedHere; + +// m_log.DebugFormat( +// "[SCRIPT INSTANCE]: Instantiated script instance {0} (id {1}) in part {2} (id {3}) in object {4} attached avatar {5} in {6}", +// ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, m_AttachedAvatar, Engine.World.Name); } /// @@ -339,8 +347,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance return false; } - m_SaveState = true; - + // For attachments, XEngine saves the state into a .state file when XEngine.SetXMLState() is called. string savedState = Path.Combine(m_dataPath, ItemID.ToString() + ".state"); if (File.Exists(savedState)) @@ -389,6 +396,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance m_SaveState = false; m_startedFromSavedState = true; } + + // If this script is in an attachment then we no longer need the state file. + if (!StatePersistedHere) + RemoveState(); } // else // { @@ -984,7 +995,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance (int)m_Script.GetStateEventFlags(State)); if (running) Start(); - m_SaveState = true; + + m_SaveState = StatePersistedHere; + PostEvent(new EventParams("state_entry", new Object[0], new DetectParams[0])); } @@ -1010,7 +1023,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance if (m_CurrentEvent != "state_entry") { - m_SaveState = true; + m_SaveState = StatePersistedHere; PostEvent(new EventParams("state_entry", new Object[0], new DetectParams[0])); throw new EventAbortException(); @@ -1060,6 +1073,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance return; } +// m_log.DebugFormat( +// "[SCRIPT INSTANCE]: Saving state for script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}", +// ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name); + PluginData = AsyncCommandManager.GetSerializationData(Engine, ItemID); string xml = ScriptSerializer.Serialize(this); diff --git a/OpenSim/Region/ScriptEngine/XEngine/Tests/XEnginePersistenceTests.cs b/OpenSim/Region/ScriptEngine/XEngine/Tests/XEnginePersistenceTests.cs new file mode 100644 index 0000000000..5b7e5f7722 --- /dev/null +++ b/OpenSim/Region/ScriptEngine/XEngine/Tests/XEnginePersistenceTests.cs @@ -0,0 +1,152 @@ +/* + * 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.IO; +using System.Linq; +using System.Threading; +using Nini.Config; +using NUnit.Framework; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Region.CoreModules.Avatar.Attachments; +using OpenSim.Region.CoreModules.Framework.InventoryAccess; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Region.ScriptEngine.XEngine; +using OpenSim.Services.Interfaces; +using OpenSim.Tests.Common; + +namespace OpenSim.Region.ScriptEngine.Tests +{ + [TestFixture] + public class XEnginePersistenceTests : OpenSimTestCase + { + private AutoResetEvent m_chatEvent = new AutoResetEvent(false); + + private void OnChatFromWorld(object sender, OSChatMessage oscm) + { + // Console.WriteLine("Got chat [{0}]", oscm.Message); + + // m_osChatMessageReceived = oscm; + m_chatEvent.Set(); + } + + private void AddCommonConfig(IConfigSource config, List modules) + { + config.AddConfig("Modules"); + config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); + + AttachmentsModule attMod = new AttachmentsModule(); + attMod.DebugLevel = 1; + modules.Add(attMod); + modules.Add(new BasicInventoryAccessModule()); + } + + private void AddScriptingConfig(IConfigSource config, XEngine.XEngine xEngine, List modules) + { + IConfig startupConfig = config.AddConfig("Startup"); + startupConfig.Set("DefaultScriptEngine", "XEngine"); + + IConfig xEngineConfig = config.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"); + + modules.Add(xEngine); + } + + private Scene CreateScriptingEnabledTestScene(XEngine.XEngine xEngine) + { + IConfigSource config = new IniConfigSource(); + List modules = new List(); + + AddCommonConfig(config, modules); + AddScriptingConfig(config, xEngine, modules); + + Scene scene + = new SceneHelpers().SetupScene( + "attachments-test-scene", TestHelpers.ParseTail(999), 1000, 1000, config); + SceneHelpers.SetupSceneModules(scene, config, modules.ToArray()); + + scene.StartScripts(); + + return scene; + } + + [Test] + public void TestScriptedAttachmentPersistence() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + XEngine.XEngine xEngine = new XEngine.XEngine(); + Scene scene = CreateScriptingEnabledTestScene(xEngine); + UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1); + ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1); + + SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, sp.UUID, "att-name", 0x10); + TaskInventoryHelpers.AddScript( + scene, + so.RootPart, + "scriptItem", + "default { attach(key id) { if (id != NULL_KEY) { llSay(0, \"Hello World\"); } } }"); + + InventoryItemBase userItem = UserInventoryHelpers.AddInventoryItem(scene, so, 0x100, 0x1000); + + // FIXME: Right now, we have to do a tricksy chat listen to make sure we know when the script is running. + // In the future, we need to be able to do this programatically more predicably. + scene.EventManager.OnChatFromWorld += OnChatFromWorld; + + SceneObjectGroup rezzedSo + = scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest); + TaskInventoryItem rezzedScriptItem = rezzedSo.RootPart.Inventory.GetInventoryItem("scriptItem"); + + // Wait for chat to signal rezzed script has been started. + m_chatEvent.WaitOne(60000); + + // Force save + xEngine.DoBackup(new Object[] { 0 }); + +// Console.WriteLine("ItemID {0}", rezzedScriptItem.ItemID); +// +// foreach ( +// string s in Directory.EnumerateFileSystemEntries( +// string.Format("ScriptEngines/{0}", scene.RegionInfo.RegionID))) +// Console.WriteLine(s); + + Assert.IsFalse( + File.Exists( + string.Format("ScriptEngines/{0}/{1}.state", scene.RegionInfo.RegionID, rezzedScriptItem.ItemID))); + + scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, rezzedSo); + } + } +} \ No newline at end of file diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index f87d631d70..03fafedd23 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs @@ -718,7 +718,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine // try { - instance.SaveState(); + if (instance.StatePersistedHere) + instance.SaveState(); } catch (Exception e) { @@ -830,7 +831,16 @@ namespace OpenSim.Region.ScriptEngine.XEngine lock (m_Scripts) { foreach (IScriptInstance instance in m_Scripts.Values) - instances.Add(instance); + { + if (instance.StatePersistedHere) + { +// m_log.DebugFormat( +// "[XEngine]: Adding script {0}.{1}, item UUID {2}, prim UUID {3} in {4} for state persistence", +// instance.PrimName, instance.ScriptName, instance.ItemID, instance.ObjectID, World.Name); + + instances.Add(instance); + } + } } foreach (IScriptInstance i in instances) @@ -1457,7 +1467,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine } } - instance.RemoveState(); + if (instance.StatePersistedHere) + instance.RemoveState(); + instance.DestroyScriptInstance(); m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); diff --git a/OpenSim/Tests/Common/Helpers/TaskInventoryHelpers.cs b/OpenSim/Tests/Common/Helpers/TaskInventoryHelpers.cs index bb4b55f091..b4bd50b745 100644 --- a/OpenSim/Tests/Common/Helpers/TaskInventoryHelpers.cs +++ b/OpenSim/Tests/Common/Helpers/TaskInventoryHelpers.cs @@ -116,26 +116,44 @@ namespace OpenSim.Tests.Common /// The item that was added public static TaskInventoryItem AddScript( Scene scene, SceneObjectPart part, string scriptName, string scriptSource) + { + return AddScript(scene, part, UUID.Random(), UUID.Random(), scriptName, scriptSource); + } + + /// + /// Add a simple script to the given part. + /// + /// + /// TODO: Accept input for item and asset IDs so that we have completely replicatable regression tests rather + /// than a random component. + /// + /// + /// + /// Item UUID for the script + /// Asset UUID for the script + /// Name of the script to add + /// LSL script source + /// The item that was added + public static TaskInventoryItem AddScript( + Scene scene, SceneObjectPart part, UUID itemId, UUID assetId, string scriptName, string scriptSource) { AssetScriptText ast = new AssetScriptText(); ast.Source = scriptSource; ast.Encode(); - UUID assetUuid = UUID.Random(); - UUID itemUuid = UUID.Random(); - AssetBase asset - = AssetHelpers.CreateAsset(assetUuid, AssetType.LSLText, ast.AssetData, UUID.Zero); + = AssetHelpers.CreateAsset(assetId, AssetType.LSLText, ast.AssetData, UUID.Zero); scene.AssetService.Store(asset); TaskInventoryItem item = new TaskInventoryItem - { Name = scriptName, AssetID = assetUuid, ItemID = itemUuid, - Type = (int)AssetType.LSLText, InvType = (int)InventoryType.LSL }; + { Name = scriptName, AssetID = assetId, ItemID = itemId, + Type = (int)AssetType.LSLText, InvType = (int)InventoryType.LSL }; part.Inventory.AddInventoryItem(item, true); - + return item; } + /// /// Add a scene object item to the given part. ///