factor out common code in existing co-op termination regression tests
parent
4495ecd158
commit
b6daf4d4c6
|
@ -99,23 +99,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance.Tests
|
|||
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,
|
||||
string script =
|
||||
@"default
|
||||
{
|
||||
state_entry()
|
||||
|
@ -123,31 +107,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance.Tests
|
|||
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);
|
||||
TestStop(script);
|
||||
}
|
||||
|
||||
[Test]
|
||||
|
@ -156,23 +118,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance.Tests
|
|||
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,
|
||||
string script =
|
||||
@"default
|
||||
{
|
||||
state_entry()
|
||||
|
@ -182,7 +128,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance.Tests
|
|||
for (i = 0; i < 2147483647; i++)
|
||||
llSay(0, ""Iter "" + (string)i);
|
||||
}
|
||||
}");
|
||||
}";
|
||||
|
||||
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);
|
||||
|
||||
|
@ -192,7 +161,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance.Tests
|
|||
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.
|
||||
// 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
|
||||
|
|
Loading…
Reference in New Issue