opensim-development – 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.Collections.Generic; |
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30 | using System.Diagnostics; |
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31 | using System.Reflection; |
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32 | using log4net; |
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33 | using Nini.Config; |
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34 | using NUnit.Framework; |
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35 | using OpenMetaverse; |
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36 | using OpenSim.Framework; |
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37 | using OpenSim.Framework.Communications; |
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38 | using OpenSim.Region.CoreModules.Avatar.Attachments; |
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39 | using OpenSim.Region.CoreModules.Avatar.AvatarFactory; |
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40 | using OpenSim.Region.CoreModules.Framework.InventoryAccess; |
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41 | using OpenSim.Region.CoreModules.Framework.UserManagement; |
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42 | using OpenSim.Region.CoreModules.ServiceConnectorsOut.Avatar; |
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43 | using OpenSim.Region.Framework.Interfaces; |
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44 | using OpenSim.Region.Framework.Scenes; |
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45 | using OpenSim.Region.OptionalModules.World.NPC; |
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46 | using OpenSim.Services.AvatarService; |
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47 | using OpenSim.Tests.Common; |
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48 | using OpenSim.Tests.Common.Mock; |
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49 | |||
50 | namespace OpenSim.Tests.Performance |
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51 | { |
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52 | /// <summary> |
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53 | /// NPC performance tests |
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54 | /// </summary> |
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55 | /// <remarks> |
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56 | /// 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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57 | /// how much memory is free, etc. In some cases, later larger tests will apparently take less time than smaller |
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58 | /// earlier tests. |
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59 | /// </remarks> |
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60 | [TestFixture] |
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61 | public class NPCPerformanceTests : OpenSimTestCase |
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62 | { |
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63 | private TestScene scene; |
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64 | private AvatarFactoryModule afm; |
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65 | private UserManagementModule umm; |
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66 | private AttachmentsModule am; |
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67 | |||
68 | [TestFixtureSetUp] |
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69 | public void FixtureInit() |
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70 | { |
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71 | // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. |
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72 | Util.FireAndForgetMethod = FireAndForgetMethod.None; |
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73 | } |
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74 | |||
75 | [TestFixtureTearDown] |
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76 | public void TearDown() |
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77 | { |
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78 | scene.Close(); |
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79 | scene = null; |
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80 | GC.Collect(); |
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81 | GC.WaitForPendingFinalizers(); |
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82 | |||
83 | // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple |
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84 | // threads. Possibly, later tests should be rewritten not to worry about such things. |
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85 | Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod; |
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86 | } |
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87 | |||
88 | [SetUp] |
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89 | public void Init() |
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90 | { |
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91 | IConfigSource config = new IniConfigSource(); |
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92 | config.AddConfig("NPC"); |
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93 | config.Configs["NPC"].Set("Enabled", "true"); |
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94 | config.AddConfig("Modules"); |
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95 | config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); |
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96 | |||
97 | afm = new AvatarFactoryModule(); |
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98 | umm = new UserManagementModule(); |
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99 | am = new AttachmentsModule(); |
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100 | |||
101 | scene = new SceneHelpers().SetupScene(); |
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102 | SceneHelpers.SetupSceneModules(scene, config, afm, umm, am, new BasicInventoryAccessModule(), new NPCModule()); |
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103 | } |
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104 | |||
105 | [Test] |
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106 | public void Test_0001_AddRemove100NPCs() |
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107 | { |
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108 | TestHelpers.InMethod(); |
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109 | // log4net.Config.XmlConfigurator.Configure(); |
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110 | |||
111 | TestAddRemoveNPCs(100); |
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112 | } |
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113 | |||
114 | [Test] |
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115 | public void Test_0002_AddRemove1000NPCs() |
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116 | { |
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117 | TestHelpers.InMethod(); |
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118 | // log4net.Config.XmlConfigurator.Configure(); |
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119 | |||
120 | TestAddRemoveNPCs(1000); |
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121 | } |
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122 | |||
123 | [Test] |
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124 | public void Test_0003_AddRemove2000NPCs() |
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125 | { |
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126 | TestHelpers.InMethod(); |
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127 | // log4net.Config.XmlConfigurator.Configure(); |
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128 | |||
129 | TestAddRemoveNPCs(2000); |
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130 | } |
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131 | |||
132 | private void TestAddRemoveNPCs(int numberOfNpcs) |
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133 | { |
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134 | ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); |
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135 | // ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId); |
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136 | |||
137 | // 8 is the index of the first baked texture in AvatarAppearance |
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138 | UUID originalFace8TextureId = TestHelpers.ParseTail(0x10); |
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139 | Primitive.TextureEntry originalTe = new Primitive.TextureEntry(UUID.Zero); |
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140 | Primitive.TextureEntryFace originalTef = originalTe.CreateFace(8); |
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141 | originalTef.TextureID = originalFace8TextureId; |
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142 | |||
143 | // We also need to add the texture to the asset service, otherwise the AvatarFactoryModule will tell |
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144 | // ScenePresence.SendInitialData() to reset our entire appearance. |
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145 | scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId)); |
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146 | |||
147 | /* |
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148 | afm.SetAppearance(sp, originalTe, null); |
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149 | |||
150 | INPCModule npcModule = scene.RequestModuleInterface<INPCModule>(); |
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151 | |||
152 | List<UUID> npcs = new List<UUID>(); |
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153 | |||
154 | long startGcMemory = GC.GetTotalMemory(true); |
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155 | Stopwatch sw = new Stopwatch(); |
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156 | sw.Start(); |
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157 | |||
158 | for (int i = 0; i < numberOfNpcs; i++) |
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159 | { |
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160 | npcs.Add( |
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161 | npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, scene, sp.Appearance)); |
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162 | } |
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163 | |||
164 | for (int i = 0; i < numberOfNpcs; i++) |
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165 | { |
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166 | Assert.That(npcs[i], Is.Not.Null); |
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167 | |||
168 | ScenePresence npc = scene.GetScenePresence(npcs[i]); |
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169 | Assert.That(npc, Is.Not.Null); |
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170 | } |
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171 | |||
172 | for (int i = 0; i < numberOfNpcs; i++) |
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173 | { |
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174 | Assert.That(npcModule.DeleteNPC(npcs[i], scene), Is.True); |
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175 | ScenePresence npc = scene.GetScenePresence(npcs[i]); |
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176 | Assert.That(npc, Is.Null); |
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177 | } |
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178 | |||
179 | sw.Stop(); |
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180 | |||
181 | long endGcMemory = GC.GetTotalMemory(true); |
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182 | |||
183 | Console.WriteLine("Took {0} ms", sw.ElapsedMilliseconds); |
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184 | Console.WriteLine( |
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185 | "End {0} MB, Start {1} MB, Diff {2} MB", |
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186 | endGcMemory / 1024 / 1024, |
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187 | startGcMemory / 1024 / 1024, |
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188 | (endGcMemory - startGcMemory) / 1024 / 1024); |
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189 | */ |
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190 | } |
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191 | } |
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192 | } |