Implement co-operative script termination if termination comes during a script wait event (llSleep(), etc.)
This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability. If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread. This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period. Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.0.7.4-extended
parent
44901f0b31
commit
8728d4ce6a
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@ -1739,6 +1739,21 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="itemBase"></param>
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/// <returns>The part where the script was rezzed if successful. False otherwise.</returns>
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public SceneObjectPart RezNewScript(UUID agentID, InventoryItemBase itemBase)
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{
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return RezNewScript(
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agentID,
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itemBase,
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"default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}");
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}
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/// <summary>
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/// Rez a new script from nothing with given script text.
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="itemBase">Template item.</param>
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/// <param name="scriptText"></param>
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/// <returns>The part where the script was rezzed if successful. False otherwise.</returns>
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public SceneObjectPart RezNewScript(UUID agentID, InventoryItemBase itemBase, string scriptText)
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{
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// The part ID is the folder ID!
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SceneObjectPart part = GetSceneObjectPart(itemBase.Folder);
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@ -1759,9 +1774,14 @@ namespace OpenSim.Region.Framework.Scenes
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return null;
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}
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AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
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Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"),
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agentID);
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AssetBase asset
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= CreateAsset(
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itemBase.Name,
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itemBase.Description,
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(sbyte)itemBase.AssetType,
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Encoding.ASCII.GetBytes(scriptText),
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agentID);
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AssetService.Store(asset);
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TaskInventoryItem taskItem = new TaskInventoryItem();
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@ -28,6 +28,7 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading;
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using OpenMetaverse;
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using log4net;
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using OpenSim.Framework;
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@ -180,6 +181,18 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
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void Suspend();
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void Resume();
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/// <summary>
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/// If true then scripts should look to terminate their threads in co-operation with the script engine rather
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/// than through Thread.Abort()
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/// </summary>
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bool CoopTermination { get; }
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/// <summary>
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/// Used for script sleeps when we are using co-operative script termination.
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/// </summary>
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/// <remarks>null if CoopTermination is not active</remarks>
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EventWaitHandle CoopSleepHandle { get; }
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/// <summary>
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/// Process the next event queued for this script instance.
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/// </summary>
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@ -82,6 +82,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Instance of this script.
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/// </summary>
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protected IScriptInstance m_scriptInstance;
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protected IScriptEngine m_ScriptEngine;
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protected SceneObjectPart m_host;
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@ -109,11 +115,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public void Initialize(IScriptInstance scriptInstance)
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{
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m_ScriptEngine = scriptInstance.Engine;
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m_host = scriptInstance.Part;
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m_item = scriptInstance.ScriptTask;
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m_scriptInstance = scriptInstance;
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m_ScriptEngine = m_scriptInstance.Engine;
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m_host = m_scriptInstance.Part;
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m_item = m_scriptInstance.ScriptTask;
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LoadLimits(); // read script limits from config.
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LoadConfig();
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m_TransferModule =
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m_ScriptEngine.World.RequestModuleInterface<IMessageTransferModule>();
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@ -125,7 +132,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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/// <summary>
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/// Load configuration items that affect script, object and run-time behavior. */
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/// </summary>
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private void LoadLimits()
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private void LoadConfig()
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{
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m_ScriptDelayFactor =
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m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
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@ -166,7 +173,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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delay = (int)((float)delay * m_ScriptDelayFactor);
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if (delay == 0)
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return;
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System.Threading.Thread.Sleep(delay);
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Sleep(delay);
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}
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protected virtual void Sleep(int delay)
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{
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if (!m_scriptInstance.CoopTermination)
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System.Threading.Thread.Sleep(delay);
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else if (m_scriptInstance.CoopSleepHandle.WaitOne(delay))
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throw new ScriptCoopStopException();
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}
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public Scene World
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@ -2944,7 +2960,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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// m_log.Info("llSleep snoozing " + sec + "s.");
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m_host.AddScriptLPS(1);
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Thread.Sleep((int)(sec * 1000));
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Sleep((int)(sec * 1000));
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}
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public LSL_Float llGetMass()
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@ -81,6 +81,24 @@ namespace OpenSim.Region.ScriptEngine.Shared
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}
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}
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/// <summary>
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/// Used to signal when the script is stopping in co-operation with the script engine
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/// (instead of through Thread.Abort()).
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/// </summary>
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[Serializable]
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public class ScriptCoopStopException : Exception
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{
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public ScriptCoopStopException()
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{
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}
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protected ScriptCoopStopException(
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SerializationInfo info,
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StreamingContext context)
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{
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}
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}
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public class DetectParams
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{
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public const int AGENT = 1;
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@ -200,6 +200,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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public static readonly long MaxMeasurementPeriod = 30 * TimeSpan.TicksPerMinute;
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public bool CoopTermination { get; private set; }
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public EventWaitHandle CoopSleepHandle { get; private set; }
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public void ClearQueue()
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{
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m_TimerQueued = false;
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@ -233,6 +237,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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m_postOnRez = postOnRez;
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m_AttachedAvatar = Part.ParentGroup.AttachedAvatar;
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m_RegionID = Part.ParentGroup.Scene.RegionInfo.RegionID;
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if (Engine.Config.GetString("ScriptStopStrategy", "abort") == "co-op")
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{
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CoopTermination = true;
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CoopSleepHandle = new AutoResetEvent(false);
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}
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}
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/// <summary>
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@ -532,9 +542,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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}
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// Wait for the current event to complete.
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if (!m_InSelfDelete && workItem.Wait(new TimeSpan((long)timeout * 100000)))
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if (!m_InSelfDelete)
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{
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return true;
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if (!CoopTermination)
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{
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// If we're not co-operative terminating then try and wait for the event to complete before stopping
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if (workItem.Wait(new TimeSpan((long)timeout * 100000)))
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return true;
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}
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else
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{
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m_log.DebugFormat(
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"[SCRIPT INSTANCE]: Co-operatively stopping script {0} {1} in {2} {3}",
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ScriptName, ItemID, PrimName, ObjectID);
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// This will terminate the event on next handle check by the script.
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CoopSleepHandle.Set();
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// For now, we will wait forever since the event should always cleanly terminate once LSL loop
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// checking is implemented. May want to allow a shorter timeout option later.
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if (workItem.Wait(TimeSpan.MaxValue))
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{
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m_log.DebugFormat(
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"[SCRIPT INSTANCE]: Co-operatively stopped script {0} {1} in {2} {3}",
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ScriptName, ItemID, PrimName, ObjectID);
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return true;
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}
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}
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}
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lock (EventQueue)
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@ -547,6 +582,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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// If the event still hasn't stopped and we the stop isn't the result of script or object removal, then
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// forcibly abort the work item (this aborts the underlying thread).
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// Co-operative termination should never reach this point.
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if (!m_InSelfDelete)
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{
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m_log.DebugFormat(
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@ -786,7 +822,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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m_InEvent = false;
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m_CurrentEvent = String.Empty;
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if ((!(e is TargetInvocationException) || (!(e.InnerException is SelfDeleteException) && !(e.InnerException is ScriptDeleteException))) && !(e is ThreadAbortException))
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if ((!(e is TargetInvocationException)
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|| (!(e.InnerException is SelfDeleteException)
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&& !(e.InnerException is ScriptDeleteException)
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&& !(e.InnerException is ScriptCoopStopException)))
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&& !(e is ThreadAbortException))
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{
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try
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{
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@ -834,6 +874,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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m_InSelfDelete = true;
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Part.Inventory.RemoveInventoryItem(ItemID);
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}
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else if ((e is TargetInvocationException) && (e.InnerException is ScriptCoopStopException))
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{
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m_log.DebugFormat(
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"[SCRIPT INSTANCE]: Script {0}.{1} in event {2}, state {3} stopped co-operatively.",
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PrimName, ScriptName, data.EventName, State);
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}
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}
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}
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}
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@ -0,0 +1,157 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using Nini.Config;
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using NUnit.Framework;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.CoreModules.Scripting.WorldComm;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.ScriptEngine.XEngine;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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namespace OpenSim.Region.ScriptEngine.Shared.Instance.Tests
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{
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/// <summary>
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/// Test that co-operative script thread termination is working correctly.
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/// </summary>
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[TestFixture]
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public class CoopTerminationTests : OpenSimTestCase
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{
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private TestScene m_scene;
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private OpenSim.Region.ScriptEngine.XEngine.XEngine m_xEngine;
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private AutoResetEvent m_chatEvent = new AutoResetEvent(false);
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private AutoResetEvent m_stoppedEvent = new AutoResetEvent(false);
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private OSChatMessage m_osChatMessageReceived;
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[TestFixtureSetUp]
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public void Init()
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{
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//AppDomain.CurrentDomain.SetData("APPBASE", Environment.CurrentDirectory + "/bin");
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// Console.WriteLine(AppDomain.CurrentDomain.BaseDirectory);
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m_xEngine = new OpenSim.Region.ScriptEngine.XEngine.XEngine();
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IniConfigSource configSource = new IniConfigSource();
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IConfig startupConfig = configSource.AddConfig("Startup");
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startupConfig.Set("DefaultScriptEngine", "XEngine");
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IConfig xEngineConfig = configSource.AddConfig("XEngine");
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xEngineConfig.Set("Enabled", "true");
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xEngineConfig.Set("StartDelay", "0");
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// These tests will not run with AppDomainLoading = true, at least on mono. For unknown reasons, the call
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// to AssemblyResolver.OnAssemblyResolve fails.
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xEngineConfig.Set("AppDomainLoading", "false");
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xEngineConfig.Set("ScriptStopStrategy", "co-op");
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m_scene = new SceneHelpers().SetupScene("My Test", UUID.Random(), 1000, 1000, configSource);
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SceneHelpers.SetupSceneModules(m_scene, configSource, m_xEngine);
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m_scene.StartScripts();
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}
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/// <summary>
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/// Test co-operative termination on derez of an object containing a script with a long-running event.
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/// </summary>
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/// <remarks>
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/// TODO: Actually compiling the script is incidental to this test. Really want a way to compile test scripts
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/// within the build itself.
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/// </remarks>
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[Test]
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public void TestStopOnLongSleep()
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{
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TestHelpers.InMethod();
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TestHelpers.EnableLogging();
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UUID userId = TestHelpers.ParseTail(0x1);
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// UUID objectId = TestHelpers.ParseTail(0x100);
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// UUID itemId = TestHelpers.ParseTail(0x3);
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string itemName = "TestStopOnObjectDerezLongSleep() Item";
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SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, "TestStopOnObjectDerezLongSleep", 0x100);
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m_scene.AddNewSceneObject(so, true);
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InventoryItemBase itemTemplate = new InventoryItemBase();
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// itemTemplate.ID = itemId;
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itemTemplate.Name = itemName;
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itemTemplate.Folder = so.UUID;
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itemTemplate.InvType = (int)InventoryType.LSL;
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m_scene.EventManager.OnChatFromWorld += OnChatFromWorld;
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SceneObjectPart partWhereRezzed = m_scene.RezNewScript(userId, itemTemplate,
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@"default
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{
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state_entry()
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{
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llSay(0, ""Thin Lizzy"");
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llSleep(60);
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}
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}");
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TaskInventoryItem rezzedItem = partWhereRezzed.Inventory.GetInventoryItem(itemName);
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// Wait for the script to start the event before we try stopping it.
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m_chatEvent.WaitOne(60000);
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Console.WriteLine("Script started with message [{0}]", m_osChatMessageReceived.Message);
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// FIXME: This is a very poor way of trying to avoid a low-probability race condition where the script
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// executes llSay() but has not started the sleep before we try to stop it.
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Thread.Sleep(1000);
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// We need a way of carrying on if StopScript() fail, since it won't return if the script isn't actually
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// stopped. This kind of multi-threading is far from ideal in a regression test.
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new Thread(() => { m_xEngine.StopScript(rezzedItem.ItemID); m_stoppedEvent.Set(); }).Start();
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if (!m_stoppedEvent.WaitOne(30000))
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Assert.Fail("Script did not co-operatively stop.");
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bool running;
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TaskInventoryItem scriptItem = partWhereRezzed.Inventory.GetInventoryItem(itemName);
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Assert.That(
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SceneObjectPartInventory.TryGetScriptInstanceRunning(m_scene, scriptItem, out running), Is.True);
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Assert.That(running, Is.False);
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}
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private void OnChatFromWorld(object sender, OSChatMessage oscm)
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{
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// Console.WriteLine("Got chat [{0}]", oscm.Message);
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m_osChatMessageReceived = oscm;
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m_chatEvent.Set();
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}
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}
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}
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@ -1716,9 +1716,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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IScriptInstance instance = GetInstance(itemID);
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if (instance != null)
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{
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instance.Stop(m_WaitForEventCompletionOnScriptStop);
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}
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else
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{
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// m_log.DebugFormat("[XENGINE]: Could not find script with ID {0} to stop in {1}", itemID, World.Name);
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m_runFlags.AddOrUpdate(itemID, false, 240);
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}
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}
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public DetectParams GetDetectParams(UUID itemID, int idx)
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@ -2372,7 +2372,9 @@
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<Reference name="log4net" path="../../../../../bin/"/>
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<Files>
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<Match pattern="*.cs" recurse="true"/>
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<Match pattern="*.cs" recurse="true">
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<Exclude name="Tests" pattern="Tests"/>
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</Match>
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</Files>
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</Project>
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@ -3262,6 +3264,7 @@
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<!-- SADLY the way this works means you need to keep adding these paths -->
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<Match path="Shared/Tests" pattern="*.cs" recurse="true"/>
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<Match path="Shared/CodeTools/Tests" pattern="*.cs" recurse="true"/>
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<Match path="Shared/Instance/Tests" pattern="*.cs" recurse="true"/>
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<Match path="XEngine/Tests" pattern="*.cs" recurse="true"/>
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</Files>
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</Project>
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Reference in New Issue