From adce58b33a39c9456468f6d25834a8a7bded5adf Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 29 Aug 2012 23:19:21 +0100
Subject: Renaming existing 'torture' tests to 'performance' tests instead,
since this better matches what they really do.
nant target name changes to test-perf instead of torture, to match test-stress
still not run by default
---
.../Tests/Performance/ObjectPerformanceTests.cs | 175 +++++++++++++++++++++
1 file changed, 175 insertions(+)
create mode 100644 OpenSim/Tests/Performance/ObjectPerformanceTests.cs
(limited to 'OpenSim/Tests/Performance/ObjectPerformanceTests.cs')
diff --git a/OpenSim/Tests/Performance/ObjectPerformanceTests.cs b/OpenSim/Tests/Performance/ObjectPerformanceTests.cs
new file mode 100644
index 0000000..2264d86
--- /dev/null
+++ b/OpenSim/Tests/Performance/ObjectPerformanceTests.cs
@@ -0,0 +1,175 @@
+/*
+ * 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
+{
+ ///
+ /// Object performance 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 ObjectPerformanceTests
+ {
+ [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;
+ }
+ }
+}
\ No newline at end of file
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