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authorMelanie2012-02-19 14:20:53 +0100
committerMelanie2012-02-19 14:20:53 +0100
commit185bf55804af69390f54650f238d126614062e87 (patch)
tree3371a66f758745ae0694f8199054c3fa3d8548e6 /OpenSim/Tests/Torture/ObjectTortureTests.cs
parentNow if chode prim.cs detects out of bounds it requests a update and blocks mo... (diff)
parentMerge branch 'master' into careminster (diff)
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Merge branch 'master' of ssh://3dhosting.de/var/git/careminster
Diffstat (limited to 'OpenSim/Tests/Torture/ObjectTortureTests.cs')
-rw-r--r--OpenSim/Tests/Torture/ObjectTortureTests.cs21
1 files changed, 19 insertions, 2 deletions
diff --git a/OpenSim/Tests/Torture/ObjectTortureTests.cs b/OpenSim/Tests/Torture/ObjectTortureTests.cs
index 74b336e..e83186a 100644
--- a/OpenSim/Tests/Torture/ObjectTortureTests.cs
+++ b/OpenSim/Tests/Torture/ObjectTortureTests.cs
@@ -49,6 +49,13 @@ namespace OpenSim.Tests.Torture
49 [TestFixture] 49 [TestFixture]
50 public class ObjectTortureTests 50 public class ObjectTortureTests
51 { 51 {
52 [TearDown]
53 public void TearDown()
54 {
55 GC.Collect();
56 GC.WaitForPendingFinalizers();
57 }
58
52// [Test] 59// [Test]
53// public void Test0000Clean() 60// public void Test0000Clean()
54// { 61// {
@@ -141,8 +148,18 @@ namespace OpenSim.Tests.Torture
141 string.Format("Object {0} could not be retrieved", i)); 148 string.Format("Object {0} could not be retrieved", i));
142 } 149 }
143 150
144 // This does not work to fire the SceneObjectGroup destructors - something else is hanging on to them. 151 // When a scene object is added to a scene, it is placed in the update list for sending to viewers
145// scene.DeleteAllSceneObjects(); 152 // (though in this case we have none). When it is deleted, it is not removed from the update which is
153 // fine since it will later be ignored.
154 //
155 // However, that means that we need to manually run an update here to clear out that list so that deleted
156 // objects will be clean up by the garbage collector before the next stress test is run.
157 scene.Update();
158
159 // Currently, we need to do this in order to garbage collect the scene objects ready for the next test run.
160 // However, what we really need to do is find out why the entire scene is not garbage collected in
161 // teardown.
162 scene.DeleteAllSceneObjects();
146 163
147 Console.WriteLine( 164 Console.WriteLine(
148 "Took {0}ms, {1}MB ({2} - {3}) to create {4} objects each containing {5} prim(s)", 165 "Took {0}ms, {1}MB ({2} - {3}) to create {4} objects each containing {5} prim(s)",