518 lines
15 KiB
C#
518 lines
15 KiB
C#
/*
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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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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;
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private AutoResetEvent m_stoppedEvent;
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private OSChatMessage m_osChatMessageReceived;
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/// <summary>
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/// Number of chat messages received so far. Reset before each test.
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/// </summary>
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private int m_chatMessagesReceived;
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/// <summary>
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/// Number of chat messages expected. m_chatEvent is not fired until this number is reached or exceeded.
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/// </summary>
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private int m_chatMessagesThreshold;
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[SetUp]
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public void Init()
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{
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m_osChatMessageReceived = null;
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m_chatMessagesReceived = 0;
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m_chatMessagesThreshold = 0;
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m_chatEvent = new AutoResetEvent(false);
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m_stoppedEvent = new AutoResetEvent(false);
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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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m_xEngine.DebugLevel = 1;
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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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// Make sure loops aren't actually being terminated by a script delay wait.
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xEngineConfig.Set("ScriptDelayFactor", 0);
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// This is really just set for debugging the test.
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xEngineConfig.Set("WriteScriptSourceToDebugFile", true);
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// Set to false if we need to debug test so the old scripts don't get wiped before each separate test
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// xEngineConfig.Set("DeleteScriptsOnStartup", false);
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// This is not currently used at all for co-op termination. Bumping up to demonstrate that co-op termination
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// has an effect - without it tests will fail due to a 120 second wait for the event to finish.
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xEngineConfig.Set("WaitForEventCompletionOnScriptStop", 120000);
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IConfig config = configSource.AddConfig("OSSL");
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config.Set("DebuggerSafe", false);
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config.Set("AllowOSFunctions", "true");
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config.Set("OSFunctionThreatLevel", "Severe");
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m_scene = new SceneHelpers().SetupScene("My Test", TestHelpers.ParseTail(0x9999), 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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string script =
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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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TestStop(script);
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}
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[Test]
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public void TestNoStopOnSingleStatementForLoop()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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string script =
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@"default
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{
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state_entry()
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{
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integer i = 0;
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for (i = 0; i <= 1; i++) llSay(0, ""Iter "" + (string)i);
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}
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}";
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TestSingleStatementNoStop(script);
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}
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[Test]
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public void TestStopOnLongSingleStatementForLoop()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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string script =
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@"default
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{
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state_entry()
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{
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integer i = 0;
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llSay(0, ""Thin Lizzy"");
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for (i = 0; i < 2147483647; i++) llSay(0, ""Iter "" + (string)i);
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}
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}";
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TestStop(script);
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}
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[Test]
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public void TestStopOnLongCompoundStatementForLoop()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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string script =
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@"default
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{
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state_entry()
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{
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integer i = 0;
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llSay(0, ""Thin Lizzy"");
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for (i = 0; i < 2147483647; i++)
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{
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llSay(0, ""Iter "" + (string)i);
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}
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}
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}";
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TestStop(script);
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}
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[Test]
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public void TestNoStopOnSingleStatementWhileLoop()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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string script =
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@"default
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{
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state_entry()
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{
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integer i = 0;
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while (i < 2) llSay(0, ""Iter "" + (string)i++);
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}
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}";
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TestSingleStatementNoStop(script);
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}
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[Test]
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public void TestStopOnLongSingleStatementWhileLoop()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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string script =
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@"default
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{
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state_entry()
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{
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integer i = 0;
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llSay(0, ""Thin Lizzy"");
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while (1 == 1)
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llSay(0, ""Iter "" + (string)i++);
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}
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}";
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TestStop(script);
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}
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[Test]
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public void TestStopOnLongCompoundStatementWhileLoop()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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string script =
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@"default
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{
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state_entry()
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{
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integer i = 0;
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llSay(0, ""Thin Lizzy"");
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while (1 == 1)
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{
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llSay(0, ""Iter "" + (string)i++);
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}
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}
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}";
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TestStop(script);
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}
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[Test]
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public void TestNoStopOnSingleStatementDoWhileLoop()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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string script =
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@"default
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{
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state_entry()
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{
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integer i = 0;
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do llSay(0, ""Iter "" + (string)i++);
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while (i < 2);
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}
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}";
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TestSingleStatementNoStop(script);
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}
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[Test]
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public void TestStopOnLongSingleStatementDoWhileLoop()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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string script =
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@"default
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{
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state_entry()
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{
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integer i = 0;
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llSay(0, ""Thin Lizzy"");
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do llSay(0, ""Iter "" + (string)i++);
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while (1 == 1);
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}
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}";
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TestStop(script);
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}
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[Test]
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public void TestStopOnLongCompoundStatementDoWhileLoop()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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string script =
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@"default
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{
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state_entry()
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{
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integer i = 0;
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llSay(0, ""Thin Lizzy"");
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do
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{
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llSay(0, ""Iter "" + (string)i++);
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} while (1 == 1);
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}
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}";
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TestStop(script);
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}
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[Test]
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public void TestStopOnInfiniteJumpLoop()
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{
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TestHelpers.InMethod();
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TestHelpers.EnableLogging();
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string script =
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@"default
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{
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state_entry()
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{
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integer i = 0;
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llSay(0, ""Thin Lizzy"");
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@p1;
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llSay(0, ""Iter "" + (string)i++);
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jump p1;
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}
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}";
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TestStop(script);
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}
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// Disabling for now as these are not particularly useful tests (since they fail due to stack overflow before
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// termination can even be tried.
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// [Test]
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public void TestStopOnInfiniteUserFunctionCallLoop()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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string script =
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@"
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integer i = 0;
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ufn1()
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{
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llSay(0, ""Iter ufn1() "" + (string)i++);
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ufn1();
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}
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default
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{
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state_entry()
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{
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integer i = 0;
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llSay(0, ""Thin Lizzy"");
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ufn1();
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}
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}";
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TestStop(script);
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}
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// Disabling for now as these are not particularly useful tests (since they fail due to stack overflow before
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// termination can even be tried.
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// [Test]
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public void TestStopOnInfiniteManualEventCallLoop()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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string script =
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@"default
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{
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state_entry()
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{
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integer i = 0;
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llSay(0, ""Thin Lizzy"");
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llSay(0, ""Iter"" + (string)i++);
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default_event_state_entry();
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}
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}";
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TestStop(script);
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}
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private SceneObjectPart CreateScript(string script, string itemName, UUID userId)
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{
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// UUID objectId = TestHelpers.ParseTail(0x100);
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// UUID itemId = TestHelpers.ParseTail(0x3);
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SceneObjectGroup so
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= SceneHelpers.CreateSceneObject(1, userId, string.Format("Object for {0}", itemName), 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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return m_scene.RezNewScript(userId, itemTemplate, script);
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}
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private void TestSingleStatementNoStop(string script)
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{
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// In these tests we expect to see at least 2 chat messages to confirm that the loop is working properly.
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m_chatMessagesThreshold = 2;
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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 = "TestNoStop";
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SceneObjectPart partWhereRezzed = CreateScript(script, itemName, userId);
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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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if (m_osChatMessageReceived == null)
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Assert.Fail("Script did not start");
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else
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Assert.That(m_chatMessagesReceived, Is.EqualTo(2));
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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.True);
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}
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private void TestStop(string script)
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{
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// In these tests we're only interested in the first message to confirm that the script has started.
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m_chatMessagesThreshold = 1;
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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 = "TestStop";
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SceneObjectPart partWhereRezzed = CreateScript(script, itemName, userId);
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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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if (m_osChatMessageReceived != null)
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Console.WriteLine("Script started with message [{0}]", m_osChatMessageReceived.Message);
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else
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Assert.Fail("Script did not start");
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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 next statement 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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if (++m_chatMessagesReceived >= m_chatMessagesThreshold)
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{
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m_scene.EventManager.OnChatFromWorld -= OnChatFromWorld;
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m_chatEvent.Set();
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}
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}
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}
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} |