From 16c46360486cddb3968d12857e0f84c7cb9ede55 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 9 Feb 2012 00:38:09 +0000
Subject: Add NPC torture tests for 100, 1000 and 2000 create and delete NPC
calls.
---
OpenSim/Tests/Torture/NPCTortureTests.cs | 185 +++++++++++++++++++++++++++++++
1 file changed, 185 insertions(+)
create mode 100644 OpenSim/Tests/Torture/NPCTortureTests.cs
(limited to 'OpenSim/Tests/Torture/NPCTortureTests.cs')
diff --git a/OpenSim/Tests/Torture/NPCTortureTests.cs b/OpenSim/Tests/Torture/NPCTortureTests.cs
new file mode 100644
index 0000000..8078d9d
--- /dev/null
+++ b/OpenSim/Tests/Torture/NPCTortureTests.cs
@@ -0,0 +1,185 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Diagnostics;
+using System.Reflection;
+using log4net;
+using Nini.Config;
+using NUnit.Framework;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Framework.Communications;
+using OpenSim.Region.CoreModules.Avatar.Attachments;
+using OpenSim.Region.CoreModules.Avatar.AvatarFactory;
+using OpenSim.Region.CoreModules.Framework.InventoryAccess;
+using OpenSim.Region.CoreModules.Framework.UserManagement;
+using OpenSim.Region.CoreModules.ServiceConnectorsOut.Avatar;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Region.OptionalModules.World.NPC;
+using OpenSim.Services.AvatarService;
+using OpenSim.Tests.Common;
+using OpenSim.Tests.Common.Mock;
+
+namespace OpenSim.Tests.Torture
+{
+ ///
+ /// NPC torture tests
+ ///
+ ///
+ /// Don't rely on the numbers given by these tests - they will vary a lot depending on what is already cached,
+ /// how much memory is free, etc. In some cases, later larger tests will apparently take less time than smaller
+ /// earlier tests.
+ ///
+ [TestFixture]
+ public class NPCTortureTests
+ {
+ private TestScene scene;
+ private AvatarFactoryModule afm;
+ private UserManagementModule umm;
+ private AttachmentsModule am;
+
+ [TestFixtureSetUp]
+ public void FixtureInit()
+ {
+ // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
+ Util.FireAndForgetMethod = FireAndForgetMethod.None;
+ }
+
+ [TestFixtureTearDown]
+ public void TearDown()
+ {
+ // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
+ // threads. Possibly, later tests should be rewritten not to worry about such things.
+ Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
+ }
+
+ [SetUp]
+ public void Init()
+ {
+ IConfigSource config = new IniConfigSource();
+ config.AddConfig("NPC");
+ config.Configs["NPC"].Set("Enabled", "true");
+ config.AddConfig("Modules");
+ config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
+
+ afm = new AvatarFactoryModule();
+ umm = new UserManagementModule();
+ am = new AttachmentsModule();
+
+ scene = SceneHelpers.SetupScene();
+ SceneHelpers.SetupSceneModules(scene, config, afm, umm, am, new BasicInventoryAccessModule(), new NPCModule());
+ }
+
+ [Test]
+ public void TestAddRemove100NPCs()
+ {
+ TestHelpers.InMethod();
+// log4net.Config.XmlConfigurator.Configure();
+
+ TestAddRemoveNPCs(100);
+ }
+
+ [Test]
+ public void TestAddRemove1000NPCs()
+ {
+ TestHelpers.InMethod();
+// log4net.Config.XmlConfigurator.Configure();
+
+ TestAddRemoveNPCs(1000);
+ }
+
+ [Test]
+ public void TestAddRemove2000NPCs()
+ {
+ TestHelpers.InMethod();
+// log4net.Config.XmlConfigurator.Configure();
+
+ TestAddRemoveNPCs(2000);
+ }
+
+ private void TestAddRemoveNPCs(int numberOfNpcs)
+ {
+ ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
+// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
+
+ // 8 is the index of the first baked texture in AvatarAppearance
+ UUID originalFace8TextureId = TestHelpers.ParseTail(0x10);
+ Primitive.TextureEntry originalTe = new Primitive.TextureEntry(UUID.Zero);
+ Primitive.TextureEntryFace originalTef = originalTe.CreateFace(8);
+ originalTef.TextureID = originalFace8TextureId;
+
+ // We also need to add the texture to the asset service, otherwise the AvatarFactoryModule will tell
+ // ScenePresence.SendInitialData() to reset our entire appearance.
+ scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId));
+
+ afm.SetAppearance(sp, originalTe, null);
+
+ INPCModule npcModule = scene.RequestModuleInterface();
+
+ List npcs = new List();
+
+ long startGcMemory = GC.GetTotalMemory(true);
+ Stopwatch sw = new Stopwatch();
+ sw.Start();
+
+ for (int i = 0; i < numberOfNpcs; i++)
+ {
+ npcs.Add(
+ npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, scene, sp.Appearance));
+ }
+
+ for (int i = 0; i < numberOfNpcs; i++)
+ {
+ Assert.That(npcs[i], Is.Not.Null);
+
+ ScenePresence npc = scene.GetScenePresence(npcs[i]);
+ Assert.That(npc, Is.Not.Null);
+ }
+
+ for (int i = 0; i < numberOfNpcs; i++)
+ {
+ Assert.That(npcModule.DeleteNPC(npcs[i], scene), Is.True);
+ ScenePresence npc = scene.GetScenePresence(npcs[i]);
+ Assert.That(npc, Is.Null);
+ }
+
+ sw.Stop();
+
+ long endGcMemory = GC.GetTotalMemory(true);
+
+ Console.WriteLine("Took {0} ms", sw.ElapsedMilliseconds);
+ Console.WriteLine(
+ "End {0} MB, Start {1} MB, Diff {2} MB",
+ endGcMemory / 1024 / 1024,
+ startGcMemory / 1024 / 1024,
+ (endGcMemory - startGcMemory) / 1024 / 1024);
+ }
+ }
+}
\ No newline at end of file
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