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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Diagnostics;
31using System.Reflection;
32using log4net;
33using Nini.Config;
34using NUnit.Framework;
35using OpenMetaverse;
36using OpenSim.Framework;
37using OpenSim.Framework.Communications;
38using OpenSim.Region.CoreModules.Avatar.Attachments;
39using OpenSim.Region.CoreModules.Avatar.AvatarFactory;
40using OpenSim.Region.CoreModules.Framework.InventoryAccess;
41using OpenSim.Region.CoreModules.Framework.UserManagement;
42using OpenSim.Region.CoreModules.ServiceConnectorsOut.Avatar;
43using OpenSim.Region.Framework.Interfaces;
44using OpenSim.Region.Framework.Scenes;
45using OpenSim.Region.OptionalModules.World.NPC;
46using OpenSim.Services.AvatarService;
47using OpenSim.Tests.Common;
48using OpenSim.Tests.Common.Mock;
49
50namespace OpenSim.Tests.Torture
51{
52 /// <summary>
53 /// NPC torture tests
54 /// </summary>
55 /// <remarks>
56 /// Don't rely on the numbers given by these tests - they will vary a lot depending on what is already cached,
57 /// how much memory is free, etc. In some cases, later larger tests will apparently take less time than smaller
58 /// earlier tests.
59 /// </remarks>
60 [TestFixture]
61 public class NPCTortureTests
62 {
63 private TestScene scene;
64 private AvatarFactoryModule afm;
65 private UserManagementModule umm;
66 private AttachmentsModule am;
67
68 [TestFixtureSetUp]
69 public void FixtureInit()
70 {
71 // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
72 Util.FireAndForgetMethod = FireAndForgetMethod.None;
73 }
74
75 [TestFixtureTearDown]
76 public void TearDown()
77 {
78 // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
79 // threads. Possibly, later tests should be rewritten not to worry about such things.
80 Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
81 }
82
83 [SetUp]
84 public void Init()
85 {
86 IConfigSource config = new IniConfigSource();
87 config.AddConfig("NPC");
88 config.Configs["NPC"].Set("Enabled", "true");
89 config.AddConfig("Modules");
90 config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
91
92 afm = new AvatarFactoryModule();
93 umm = new UserManagementModule();
94 am = new AttachmentsModule();
95
96 scene = SceneHelpers.SetupScene();
97 SceneHelpers.SetupSceneModules(scene, config, afm, umm, am, new BasicInventoryAccessModule(), new NPCModule());
98 }
99
100 [Test]
101 public void TestAddRemove100NPCs()
102 {
103 TestHelpers.InMethod();
104// log4net.Config.XmlConfigurator.Configure();
105
106 TestAddRemoveNPCs(100);
107 }
108
109 [Test]
110 public void TestAddRemove1000NPCs()
111 {
112 TestHelpers.InMethod();
113// log4net.Config.XmlConfigurator.Configure();
114
115 TestAddRemoveNPCs(1000);
116 }
117
118 [Test]
119 public void TestAddRemove2000NPCs()
120 {
121 TestHelpers.InMethod();
122// log4net.Config.XmlConfigurator.Configure();
123
124 TestAddRemoveNPCs(2000);
125 }
126
127 private void TestAddRemoveNPCs(int numberOfNpcs)
128 {
129 ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
130// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
131
132 // 8 is the index of the first baked texture in AvatarAppearance
133 UUID originalFace8TextureId = TestHelpers.ParseTail(0x10);
134 Primitive.TextureEntry originalTe = new Primitive.TextureEntry(UUID.Zero);
135 Primitive.TextureEntryFace originalTef = originalTe.CreateFace(8);
136 originalTef.TextureID = originalFace8TextureId;
137
138 // We also need to add the texture to the asset service, otherwise the AvatarFactoryModule will tell
139 // ScenePresence.SendInitialData() to reset our entire appearance.
140 scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId));
141
142 afm.SetAppearance(sp, originalTe, null);
143
144 INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
145
146 List<UUID> npcs = new List<UUID>();
147
148 long startGcMemory = GC.GetTotalMemory(true);
149 Stopwatch sw = new Stopwatch();
150 sw.Start();
151
152 for (int i = 0; i < numberOfNpcs; i++)
153 {
154 npcs.Add(
155 npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, scene, sp.Appearance));
156 }
157
158 for (int i = 0; i < numberOfNpcs; i++)
159 {
160 Assert.That(npcs[i], Is.Not.Null);
161
162 ScenePresence npc = scene.GetScenePresence(npcs[i]);
163 Assert.That(npc, Is.Not.Null);
164 }
165
166 for (int i = 0; i < numberOfNpcs; i++)
167 {
168 Assert.That(npcModule.DeleteNPC(npcs[i], scene), Is.True);
169 ScenePresence npc = scene.GetScenePresence(npcs[i]);
170 Assert.That(npc, Is.Null);
171 }
172
173 sw.Stop();
174
175 long endGcMemory = GC.GetTotalMemory(true);
176
177 Console.WriteLine("Took {0} ms", sw.ElapsedMilliseconds);
178 Console.WriteLine(
179 "End {0} MB, Start {1} MB, Diff {2} MB",
180 endGcMemory / 1024 / 1024,
181 startGcMemory / 1024 / 1024,
182 (endGcMemory - startGcMemory) / 1024 / 1024);
183 }
184 }
185} \ No newline at end of file