/* * 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.Diagnostics; using System.Reflection; using log4net; using NUnit.Framework; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; using OpenSim.Tests.Common; using OpenSim.Tests.Common.Mock; namespace OpenSim.Tests.Performance { /// <summary> /// Object performance tests /// </summary> /// <remarks> /// 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. /// </remarks> [TestFixture] public class ObjectPerformanceTests : OpenSimTestCase { [TearDown] public void TearDown() { GC.Collect(); GC.WaitForPendingFinalizers(); } // [Test] // public void Test0000Clean() // { // TestHelpers.InMethod(); //// log4net.Config.XmlConfigurator.Configure(); // // TestAddObjects(200000); // } [Test] public void Test_0001_10K_1PrimObjects() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); TestAddObjects(1, 10000); } [Test] public void Test_0002_100K_1PrimObjects() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); TestAddObjects(1, 100000); } [Test] public void Test_0003_200K_1PrimObjects() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); TestAddObjects(1, 200000); } [Test] public void Test_0011_100_100PrimObjects() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); TestAddObjects(100, 100); } [Test] public void Test_0012_1K_100PrimObjects() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); TestAddObjects(100, 1000); } [Test] public void Test_0013_2K_100PrimObjects() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); TestAddObjects(100, 2000); } private void TestAddObjects(int primsInEachObject, int objectsToAdd) { UUID ownerId = new UUID("F0000000-0000-0000-0000-000000000000"); // Using a local variable for scene, at least on mono 2.6.7, means that it's much more likely to be garbage // collected when we teardown this test. If it's done in a member variable, even if that is subsequently // nulled out, the garbage collect can be delayed. TestScene scene = new SceneHelpers().SetupScene(); // Process process = Process.GetCurrentProcess(); // long startProcessMemory = process.PrivateMemorySize64; long startGcMemory = GC.GetTotalMemory(true); DateTime start = DateTime.Now; for (int i = 1; i <= objectsToAdd; i++) { SceneObjectGroup so = SceneHelpers.CreateSceneObject(primsInEachObject, ownerId, "part_", i); Assert.That(scene.AddNewSceneObject(so, false), Is.True, string.Format("Object {0} was not created", i)); } TimeSpan elapsed = DateTime.Now - start; // long processMemoryAlloc = process.PrivateMemorySize64 - startProcessMemory; long endGcMemory = GC.GetTotalMemory(false); for (int i = 1; i <= objectsToAdd; i++) { Assert.That( scene.GetSceneObjectGroup(TestHelpers.ParseTail(i)), Is.Not.Null, string.Format("Object {0} could not be retrieved", i)); } // When a scene object is added to a scene, it is placed in the update list for sending to viewers // (though in this case we have none). When it is deleted, it is not removed from the update which is // fine since it will later be ignored. // // However, that means that we need to manually run an update here to clear out that list so that deleted // objects will be clean up by the garbage collector before the next stress test is run. scene.Update(1); Console.WriteLine( "Took {0}ms, {1}MB ({2} - {3}) to create {4} objects each containing {5} prim(s)", Math.Round(elapsed.TotalMilliseconds), (endGcMemory - startGcMemory) / 1024 / 1024, endGcMemory / 1024 / 1024, startGcMemory / 1024 / 1024, objectsToAdd, primsInEachObject); scene.Close(); // scene = null; } } }