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https://github.com/opensim/opensim.git
synced 2026-08-01 06:06:06 +08:00
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.
This commit, unlike 1b5c41c, passes the wait handle as an extra parameter through IScript.Initialize() instead of passing IScriptInstance itself.
This commit is contained in:
@@ -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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private bool m_coopTermination;
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private EventWaitHandle m_coopSleepHandle;
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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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m_coopTermination = true;
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m_coopSleepHandle = new AutoResetEvent(false);
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}
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}
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/// <summary>
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@@ -251,7 +261,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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foreach (string api in am.GetApis())
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{
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m_Apis[api] = am.CreateApi(api);
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m_Apis[api].Initialize(this);
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m_Apis[api].Initialize(Engine, Part, ScriptTask, m_coopSleepHandle);
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}
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try
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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 (!m_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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m_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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