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* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2012-03-201-1/+1
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* Move frame loop entirely within Scene.Update() for better future performance ↵Justin Clark-Casey (justincc)2012-03-201-1/+1
| | | | | | | | analysis and stat accuracy. Update() now accepts a frames parameter which can control the number of frames updated. -1 will update until shutdown. The watchdog updating moves above the maintc recalculation for any required sleep since it should be accounted for within the frame.
* minor: make NPC tests run in a given order, comment out log lines in mock ↵Justin Clark-Casey (justincc)2012-03-074-20/+25
| | | | region data plugins, null out scene in script and npc torture tests, add other doc comments to torture tests
* Stop individually deleting objects at the end of each ObjectTortureTest.Justin Clark-Casey (justincc)2012-03-074-7/+15
| | | | | | We can now do this since the entire scene and all objects within it are now successfully gc'd at the end of these tests. This greatly improves the time taken to run each test (by reducing teardown time, not the time to actually do the test work that we're interested in). Slightly simplifies config read in Scene constructor to help facilitate this.
* Use a fully stubbed out MockConsole for unit tests rather than inheriting ↵Justin Clark-Casey (justincc)2012-03-011-1/+1
| | | | | | | | from CommandConsole. This is so that the static MainConsole.Instance doesn't retain references to methods registered by scene and other modules to service commands. This prevents the scene from being garbage collected at the end of a test. This is not the final thing preventing GC - next up is the timer started by SimStatsReporter that holds a reference to Scene that prevents end of test gc.
* In ObjectTortureTests, run garbage collector on Teardown and run scene loop ↵Justin Clark-Casey (justincc)2012-02-152-3/+21
| | | | | | | | | | | update when scene objects have been deleted. At least on mono 2.6.4, running GC.Collect() is not guaranteed to force gc of all objects when run in the same method where those objects had references. Therefore, GC.Collect() is now being done in the per-script teardown of ObjectTortureTests. In addition, scene loop update is being run after garbage collection in order to clean out the viewer update list of scene objects in the SceneGraph. These measures mean that scene objects/parts are now garbage collected after a test run if deleted from the scene, resulting in a much better memory usage report (though probably still not very accurate). However, deletion takes a very long time - what's really needed is to find out now why the entire scene isn't being GC'd by this measure. This change hasn't yet been applied to the other stress tests.
* Add NPC torture tests for 100, 1000 and 2000 create and delete NPC calls.Justin Clark-Casey (justincc)2012-02-091-0/+185
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* Add start GC memory and end GC memory to object stress test printouts.Justin Clark-Casey (justincc)2012-02-073-3/+20
| | | | | This illustrates that references to Scene, SOG, etc. are not currently being released when a stress test ends (or at regression test end in general). This means even the current stress tests take much more memory than they need, a problem that will have to be addressed.
* Add TestAddTaskInventoryItem()Justin Clark-Casey (justincc)2012-02-071-3/+9
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* Add TestCompileAndStart100Scripts() torture test.Justin Clark-Casey (justincc)2012-02-072-1/+158
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* Add a regression test to compile and start a script. Remove ↵Justin Clark-Casey (justincc)2012-02-071-3/+20
| | | | | | | | Path.GetDirectoryName when getting assembly loading path in Compiler.CompileFromDotNetText(). The Path.GetDirectoryName call in Compiler.CompileFromDotNetText is unnecessary since AppDomain.CurrentDomain.BaseDirectory is always a directory. Later path concatenation is already done by Path.Combine() which handles any trailing slash. Removing Path.GetDirectoryName() will not affect the runtime but allows NUnit to work since it doesn't add a trailing slash to AppDomain.CurrentDomain.BaseDirectory.
* Fix: Covenant changed time not set ↵PixelTomsen2012-02-031-1/+1
| | | | | | http://opensimulator.org/mantis/view.php?id=5869 Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2012-02-031-14/+37
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| * Add stress tests for simple object add of 100 prim objects. Add time taken ↵Justin Clark-Casey (justincc)2012-02-021-14/+37
| | | | | | | | to output (this is unreliable).
* | Replace ParcelAccessEntry with a new struct, LandAccessEntry, which moreMelanie2012-02-021-1/+1
|/ | | | | | accurately reflects the data sent by the viewer. Add times bans and the expiration of timed bans. Warning: Contains a Migration (and nuts)
* Add torture tests to test adding 10,000, 100,000 and 200,000 single prim ↵Justin Clark-Casey (justincc)2012-01-311-0/+126
| | | | | | | | | scene objects. These can be run using the "nant torture" target. They are not part of "nant test" due to their long-run future nature. Such tests are designed to do some testing of extreme situations and give some feedback on memory usage, etc. However, data can be inconsistent due to different machine circumstances and virtual machine actions. This area is under development.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimBlueWall2012-01-201-0/+6
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| * Add image not in database test for LLImageManagerJustin Clark-Casey (justincc)2012-01-191-0/+6
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* | Telehub Support:BlueWall2012-01-201-0/+5
|/ | | | Support for viewer side of telehub management. Can manupulate Telehubs and SpawnPoints from the viewer estate managemnt tools. This is a work in progress and does not yet persist or affect teleport routing.
* Add basic request and send image regression tests for LLImageManagerJustin Clark-Casey (justincc)2012-01-191-5/+8
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* Implement handler for TeleportCancel inbound packetMelanie2011-12-101-0/+1
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* On a new client circuit, send the initial reply ack to let the client know ↵Justin Clark-Casey (justincc)2011-12-081-2/+5
| | | | | | | | | it's live before sending other data. This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before. This may stop some avatars appearing grey on login. This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
* Add test for not found response from GetTexture cap handler.Justin Clark-Casey (justincc)2011-12-051-0/+179
| | | | Add OpenSim.Region.Capabilities.Handlers.Tests.dll into test suite
* Implement IOSHttpRequest and IOSHttpResponse http interfaces and use instead ↵Justin Clark-Casey (justincc)2011-12-051-15/+97
| | | | | | | | of OSHttpRequest/OSHttpResponse. This is required for the substitution of different HTTP servers or the newer HttpServer.dll without having to commit to a particular implementation. This is also required to write regression tests that involve the HTTP layer. If you need to recompile, all you need to do is replace OSHttpRequest/OSHttpResponse references with IOSHttpRequest/IOSHttpResponse.
* Split up test SceneHelpers to provide an AddChildScenePresence() callJustin Clark-Casey (justincc)2011-12-031-10/+25
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* Add beginning of ScenePresenceAgentTests.TestCreateChildScenePresence()Justin Clark-Casey (justincc)2011-12-031-0/+3
| | | | | This required an option to be added to NullRegionData via ConnectionString for it to act as a non-static instance, so that regression tests (which only load this class once) don't get hopeless confused and complex to compensate. Normal standalone operation unaffected.
* Shell Environment Variables in configBlueWall2011-11-231-1/+3
| | | | | | Adding updated Nini and support to use shell environment variables in OpenSimulator configuration. Nini @ https://github.com/BlueWall/Nini-Dev
* Add test for removing a friendship.Justin Clark-Casey (justincc)2011-11-141-6/+9
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* Add very simple FriendsModuleTests.TestNoFriends()Justin Clark-Casey (justincc)2011-11-141-2/+9
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* Convert SendKillObject to take a list of uint rather than sending oneMelanie2011-11-061-1/+1
| | | | packet per prim. More to come as we change to make use of this.
* Get UUIDGatherer to scan notecards in the graph for asset uuids.Justin Clark-Casey (justincc)2011-10-221-3/+14
| | | | | This is to support npc baked texture saving in oars and iars. May address http://opensimulator.org/mantis/view.php?id=5743
* redirect UserInventoryHelpers to use a different CreateNotecardAsset() so we ↵Justin Clark-Casey (justincc)2011-10-222-12/+19
| | | | can comment out some inconsistency
* correct misleading method doc on CreateNotecardAsset()Justin Clark-Casey (justincc)2011-10-221-1/+1
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* in AssetHelpers, store the actual text passed in to the method, not the ↵Justin Clark-Casey (justincc)2011-10-221-2/+2
| | | | string "data"
* encode notecard assets in proper format for tests, rather than just using ↵Justin Clark-Casey (justincc)2011-10-221-1/+6
| | | | whatever string is given
* refactor: rename some AssetHelpers.CreateAsset() methods to ↵Justin Clark-Casey (justincc)2011-10-222-5/+5
| | | | CreateNotecardAsset()
* refactor: Make IClientAPI.DebugPacketFormat a property rather than a setter ↵Justin Clark-Casey (justincc)2011-10-171-3/+1
| | | | without a getter
* move see_into_this_sim_from_neighbor [Startup] flag parsing into Scene with ↵Justin Clark-Casey (justincc)2011-10-152-5/+5
| | | | the others
* fetch physical_prim switch from [Startup] config from inside scene, as is ↵Justin Clark-Casey (justincc)2011-10-152-3/+3
| | | | done for most other scene config params
* refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it ↵Justin Clark-Casey (justincc)2011-10-141-1/+1
| | | | sends entity updates (including presence ones), not just prims.
* Reinstate option to land an npc when it reaches a target.Justin Clark-Casey (justincc)2011-09-221-1/+1
| | | | This is moved into ScenePresence for now as a general facility
* When calling osNpcMoveTo(), rotate the avatar in the direction of travel.Justin Clark-Casey (justincc)2011-09-211-0/+82
| | | | | | | This stops the npc walking backwards if the target is directly behind. This means that the npc no longer returns to its original rotation once movement has finished. If you want this behaviour, please store and reset the original rotation after movement. This is somewhat to address http://opensimulator.org/mantis/view.php?id=5678
* Fix unit tests from RegionSettings commitJustin Clark-Casey (justincc)2011-09-091-0/+4
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* Use scene presence agent id for rezzed object ownership rather than item owner.Justin Clark-Casey (justincc)2011-09-081-2/+1
| | | | These should be identical. However, the item isn't available when rezzing npc attachments.
* get rid of appearance null checks - this is never nullJustin Clark-Casey (justincc)2011-08-311-0/+1
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* Fix bug in persisting saved appearances for npcsJustin Clark-Casey (justincc)2011-08-301-5/+30
| | | | | Assets have to be marked non-local as well as non-temporary to persist. This is now done. Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660
* Stop NPC's getting hypergrid like names in some circumstances.Justin Clark-Casey (justincc)2011-08-191-0/+1
| | | | | This meant punching in another AddUser() method in IUserManagement to do a direct name to UUID associated without the account check (since NPCs don't have accounts). May address http://opensimulator.org/mantis/view.php?id=5645
* Don't try to save changed attachment states when an NPC with attachments is ↵Justin Clark-Casey (justincc)2011-08-182-2/+2
| | | | | | | removed from the scene. This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc. This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
* Add new regression TestRezAttachmentsOnAvatarEntrance() to do simple ↵Justin Clark-Casey (justincc)2011-08-172-9/+36
| | | | attachments check
* early code to allow scripts to force npcs not to fly when moving to targetJustin Clark-Casey (justincc)2011-08-101-1/+1
| | | | | this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path. currently implemented in osNpcMoveToTarget(), but none of this is final.