157 lines
6.6 KiB
C#
157 lines
6.6 KiB
C#
/*
|
|
* 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.Threading;
|
|
using Nini.Config;
|
|
using NUnit.Framework;
|
|
using OpenMetaverse;
|
|
using OpenSim.Framework;
|
|
using OpenSim.Region.CoreModules.Scripting.WorldComm;
|
|
using OpenSim.Region.Framework.Scenes;
|
|
using OpenSim.Region.Framework.Interfaces;
|
|
using OpenSim.Region.ScriptEngine.XEngine;
|
|
using OpenSim.Tests.Common;
|
|
using OpenSim.Tests.Common.Mock;
|
|
|
|
namespace OpenSim.Region.ScriptEngine.Shared.Instance.Tests
|
|
{
|
|
/// <summary>
|
|
/// Test that co-operative script thread termination is working correctly.
|
|
/// </summary>
|
|
[TestFixture]
|
|
public class CoopTerminationTests : OpenSimTestCase
|
|
{
|
|
private TestScene m_scene;
|
|
private OpenSim.Region.ScriptEngine.XEngine.XEngine m_xEngine;
|
|
|
|
private AutoResetEvent m_chatEvent = new AutoResetEvent(false);
|
|
private AutoResetEvent m_stoppedEvent = new AutoResetEvent(false);
|
|
|
|
private OSChatMessage m_osChatMessageReceived;
|
|
|
|
[TestFixtureSetUp]
|
|
public void Init()
|
|
{
|
|
//AppDomain.CurrentDomain.SetData("APPBASE", Environment.CurrentDirectory + "/bin");
|
|
// Console.WriteLine(AppDomain.CurrentDomain.BaseDirectory);
|
|
m_xEngine = new OpenSim.Region.ScriptEngine.XEngine.XEngine();
|
|
|
|
IniConfigSource 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");
|
|
|
|
xEngineConfig.Set("ScriptStopStrategy", "co-op");
|
|
|
|
m_scene = new SceneHelpers().SetupScene("My Test", UUID.Random(), 1000, 1000, configSource);
|
|
SceneHelpers.SetupSceneModules(m_scene, configSource, m_xEngine);
|
|
m_scene.StartScripts();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Test co-operative termination on derez of an object containing a script with a long-running event.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// TODO: Actually compiling the script is incidental to this test. Really want a way to compile test scripts
|
|
/// within the build itself.
|
|
/// </remarks>
|
|
[Test]
|
|
public void TestStopOnLongSleep()
|
|
{
|
|
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,
|
|
@"default
|
|
{
|
|
state_entry()
|
|
{
|
|
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);
|
|
}
|
|
|
|
private void OnChatFromWorld(object sender, OSChatMessage oscm)
|
|
{
|
|
// Console.WriteLine("Got chat [{0}]", oscm.Message);
|
|
|
|
m_osChatMessageReceived = oscm;
|
|
m_chatEvent.Set();
|
|
}
|
|
}
|
|
} |