opensim – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Diagnostics; |
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30 | using System.Reflection; |
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31 | using log4net; |
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32 | using NUnit.Framework; |
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33 | using OpenMetaverse; |
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34 | using OpenSim.Framework; |
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35 | using OpenSim.Region.Framework.Scenes; |
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36 | using OpenSim.Tests.Common; |
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37 | using OpenSim.Tests.Common.Mock; |
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38 | |||
39 | namespace OpenSim.Tests.Performance |
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40 | { |
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41 | /// <summary> |
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42 | /// Object performance tests |
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43 | /// </summary> |
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44 | /// <remarks> |
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45 | /// Don't rely on the numbers given by these tests - they will vary a lot depending on what is already cached, |
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46 | /// how much memory is free, etc. In some cases, later larger tests will apparently take less time than smaller |
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47 | /// earlier tests. |
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48 | /// </remarks> |
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49 | [TestFixture] |
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50 | public class ObjectPerformanceTests : OpenSimTestCase |
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51 | { |
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52 | [TearDown] |
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53 | public void TearDown() |
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54 | { |
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55 | GC.Collect(); |
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56 | GC.WaitForPendingFinalizers(); |
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57 | } |
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58 | |||
59 | // [Test] |
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60 | // public void Test0000Clean() |
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61 | // { |
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62 | // TestHelpers.InMethod(); |
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63 | //// log4net.Config.XmlConfigurator.Configure(); |
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64 | // |
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65 | // TestAddObjects(200000); |
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66 | // } |
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67 | |||
68 | [Test] |
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69 | public void Test_0001_10K_1PrimObjects() |
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70 | { |
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71 | TestHelpers.InMethod(); |
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72 | // log4net.Config.XmlConfigurator.Configure(); |
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73 | |||
74 | TestAddObjects(1, 10000); |
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75 | } |
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76 | |||
77 | [Test] |
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78 | public void Test_0002_100K_1PrimObjects() |
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79 | { |
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80 | TestHelpers.InMethod(); |
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81 | // log4net.Config.XmlConfigurator.Configure(); |
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82 | |||
83 | TestAddObjects(1, 100000); |
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84 | } |
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85 | |||
86 | [Test] |
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87 | public void Test_0003_200K_1PrimObjects() |
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88 | { |
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89 | TestHelpers.InMethod(); |
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90 | // log4net.Config.XmlConfigurator.Configure(); |
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91 | |||
92 | TestAddObjects(1, 200000); |
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93 | } |
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94 | |||
95 | [Test] |
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96 | public void Test_0011_100_100PrimObjects() |
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97 | { |
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98 | TestHelpers.InMethod(); |
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99 | // log4net.Config.XmlConfigurator.Configure(); |
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100 | |||
101 | TestAddObjects(100, 100); |
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102 | } |
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103 | |||
104 | [Test] |
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105 | public void Test_0012_1K_100PrimObjects() |
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106 | { |
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107 | TestHelpers.InMethod(); |
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108 | // log4net.Config.XmlConfigurator.Configure(); |
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109 | |||
110 | TestAddObjects(100, 1000); |
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111 | } |
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112 | |||
113 | [Test] |
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114 | public void Test_0013_2K_100PrimObjects() |
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115 | { |
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116 | TestHelpers.InMethod(); |
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117 | // log4net.Config.XmlConfigurator.Configure(); |
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118 | |||
119 | TestAddObjects(100, 2000); |
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120 | } |
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121 | |||
122 | private void TestAddObjects(int primsInEachObject, int objectsToAdd) |
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123 | { |
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124 | UUID ownerId = new UUID("F0000000-0000-0000-0000-000000000000"); |
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125 | |||
126 | // Using a local variable for scene, at least on mono 2.6.7, means that it's much more likely to be garbage |
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127 | // collected when we teardown this test. If it's done in a member variable, even if that is subsequently |
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128 | // nulled out, the garbage collect can be delayed. |
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129 | TestScene scene = new SceneHelpers().SetupScene(); |
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130 | |||
131 | // Process process = Process.GetCurrentProcess(); |
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132 | // long startProcessMemory = process.PrivateMemorySize64; |
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133 | long startGcMemory = GC.GetTotalMemory(true); |
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134 | DateTime start = DateTime.Now; |
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135 | |||
136 | for (int i = 1; i <= objectsToAdd; i++) |
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137 | { |
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138 | SceneObjectGroup so = SceneHelpers.CreateSceneObject(primsInEachObject, ownerId, "part_", i); |
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139 | Assert.That(scene.AddNewSceneObject(so, false), Is.True, string.Format("Object {0} was not created", i)); |
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140 | } |
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141 | |||
142 | TimeSpan elapsed = DateTime.Now - start; |
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143 | // long processMemoryAlloc = process.PrivateMemorySize64 - startProcessMemory; |
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144 | long endGcMemory = GC.GetTotalMemory(false); |
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145 | |||
146 | for (int i = 1; i <= objectsToAdd; i++) |
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147 | { |
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148 | Assert.That( |
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149 | scene.GetSceneObjectGroup(TestHelpers.ParseTail(i)), |
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150 | Is.Not.Null, |
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151 | string.Format("Object {0} could not be retrieved", i)); |
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152 | } |
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153 | |||
154 | // When a scene object is added to a scene, it is placed in the update list for sending to viewers |
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155 | // (though in this case we have none). When it is deleted, it is not removed from the update which is |
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156 | // fine since it will later be ignored. |
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157 | // |
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158 | // However, that means that we need to manually run an update here to clear out that list so that deleted |
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159 | // objects will be clean up by the garbage collector before the next stress test is run. |
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160 | scene.Update(1); |
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161 | |||
162 | Console.WriteLine( |
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163 | "Took {0}ms, {1}MB ({2} - {3}) to create {4} objects each containing {5} prim(s)", |
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164 | Math.Round(elapsed.TotalMilliseconds), |
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165 | (endGcMemory - startGcMemory) / 1024 / 1024, |
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166 | endGcMemory / 1024 / 1024, |
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167 | startGcMemory / 1024 / 1024, |
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168 | objectsToAdd, |
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169 | primsInEachObject); |
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170 | |||
171 | scene.Close(); |
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172 | // scene = null; |
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173 | } |
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174 | } |
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175 | } |