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
---
OpenSim/Tests/Performance/NPCPerformanceTests.cs | 190 +++++++++++++++++++++
.../Tests/Performance/ObjectPerformanceTests.cs | 175 +++++++++++++++++++
.../Tests/Performance/ScriptPerformanceTests.cs | 168 ++++++++++++++++++
3 files changed, 533 insertions(+)
create mode 100644 OpenSim/Tests/Performance/NPCPerformanceTests.cs
create mode 100644 OpenSim/Tests/Performance/ObjectPerformanceTests.cs
create mode 100644 OpenSim/Tests/Performance/ScriptPerformanceTests.cs
(limited to 'OpenSim/Tests/Performance')
diff --git a/OpenSim/Tests/Performance/NPCPerformanceTests.cs b/OpenSim/Tests/Performance/NPCPerformanceTests.cs
new file mode 100644
index 0000000..627765b
--- /dev/null
+++ b/OpenSim/Tests/Performance/NPCPerformanceTests.cs
@@ -0,0 +1,190 @@
+/*
+ * 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.Performance
+{
+ ///
+ /// NPC 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 NPCPerformanceTests
+ {
+ 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()
+ {
+ scene.Close();
+ scene = null;
+ GC.Collect();
+ GC.WaitForPendingFinalizers();
+
+ // 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 = new SceneHelpers().SetupScene();
+ SceneHelpers.SetupSceneModules(scene, config, afm, umm, am, new BasicInventoryAccessModule(), new NPCModule());
+ }
+
+ [Test]
+ public void Test_0001_AddRemove100NPCs()
+ {
+ TestHelpers.InMethod();
+// log4net.Config.XmlConfigurator.Configure();
+
+ TestAddRemoveNPCs(100);
+ }
+
+ [Test]
+ public void Test_0002_AddRemove1000NPCs()
+ {
+ TestHelpers.InMethod();
+// log4net.Config.XmlConfigurator.Configure();
+
+ TestAddRemoveNPCs(1000);
+ }
+
+ [Test]
+ public void Test_0003_AddRemove2000NPCs()
+ {
+ 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
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
diff --git a/OpenSim/Tests/Performance/ScriptPerformanceTests.cs b/OpenSim/Tests/Performance/ScriptPerformanceTests.cs
new file mode 100644
index 0000000..d708abd
--- /dev/null
+++ b/OpenSim/Tests/Performance/ScriptPerformanceTests.cs
@@ -0,0 +1,168 @@
+/*
+ * 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 System.Threading;
+using log4net;
+using Nini.Config;
+using NUnit.Framework;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Region.CoreModules.Scripting.WorldComm;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Region.ScriptEngine.XEngine;
+using OpenSim.Tests.Common;
+using OpenSim.Tests.Common.Mock;
+
+namespace OpenSim.Tests.Performance
+{
+ ///
+ /// Script 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 ScriptPerformanceTests
+ {
+ private TestScene m_scene;
+ private XEngine m_xEngine;
+ private AutoResetEvent m_chatEvent = new AutoResetEvent(false);
+
+ private int m_expectedChatMessages;
+ private List m_osChatMessagesReceived = new List();
+
+ [SetUp]
+ public void Init()
+ {
+ //AppDomain.CurrentDomain.SetData("APPBASE", Environment.CurrentDirectory + "/bin");
+// Console.WriteLine(AppDomain.CurrentDomain.BaseDirectory);
+ m_xEngine = new XEngine();
+
+ // Necessary to stop serialization complaining
+ WorldCommModule wcModule = new WorldCommModule();
+
+ IniConfigSource configSource = new IniConfigSource();
+
+ IConfig startupConfig = configSource.AddConfig("Startup");
+ startupConfig.Set("DefaultScriptEngine", "XEngine");
+
+ IConfig xEngineConfig = configSource.AddConfig("XEngine");
+ xEngineConfig.Set("Enabled", "true");
+
+ // These tests will not run with AppDomainLoading = true, at least on mono. For unknown reasons, the call
+ // to AssemblyResolver.OnAssemblyResolve fails.
+ xEngineConfig.Set("AppDomainLoading", "false");
+
+ m_scene = new SceneHelpers().SetupScene("My Test", UUID.Random(), 1000, 1000, configSource);
+ SceneHelpers.SetupSceneModules(m_scene, configSource, m_xEngine, wcModule);
+
+ m_scene.EventManager.OnChatFromWorld += OnChatFromWorld;
+ m_scene.StartScripts();
+ }
+
+ [TearDown]
+ public void TearDown()
+ {
+ m_scene.Close();
+ m_scene = null;
+ GC.Collect();
+ GC.WaitForPendingFinalizers();
+ }
+
+ [Test]
+ public void TestCompileAndStart100Scripts()
+ {
+ TestHelpers.InMethod();
+ log4net.Config.XmlConfigurator.Configure();
+
+ TestCompileAndStartScripts(100);
+ }
+
+ private void TestCompileAndStartScripts(int scriptsToCreate)
+ {
+ UUID userId = TestHelpers.ParseTail(0x1);
+
+ m_expectedChatMessages = scriptsToCreate;
+ int startingObjectIdTail = 0x100;
+
+ GC.Collect();
+
+ for (int idTail = startingObjectIdTail;idTail < startingObjectIdTail + scriptsToCreate; idTail++)
+ {
+ AddObjectAndScript(idTail, userId);
+ }
+
+ m_chatEvent.WaitOne(40000 + scriptsToCreate * 1000);
+
+ Assert.That(m_osChatMessagesReceived.Count, Is.EqualTo(m_expectedChatMessages));
+
+ foreach (OSChatMessage msg in m_osChatMessagesReceived)
+ Assert.That(
+ msg.Message,
+ Is.EqualTo("Script running"),
+ string.Format(
+ "Message from {0} was {1} rather than {2}", msg.SenderUUID, msg.Message, "Script running"));
+ }
+
+ private void AddObjectAndScript(int objectIdTail, UUID userId)
+ {
+// UUID itemId = TestHelpers.ParseTail(0x3);
+ string itemName = string.Format("AddObjectAndScript() Item for object {0}", objectIdTail);
+
+ SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, "AddObjectAndScriptPart_", objectIdTail);
+ m_scene.AddNewSceneObject(so, true);
+
+ InventoryItemBase itemTemplate = new InventoryItemBase();
+// itemTemplate.ID = itemId;
+ itemTemplate.Name = itemName;
+ itemTemplate.Folder = so.UUID;
+ itemTemplate.InvType = (int)InventoryType.LSL;
+
+ m_scene.RezNewScript(userId, itemTemplate);
+ }
+
+ private void OnChatFromWorld(object sender, OSChatMessage oscm)
+ {
+// Console.WriteLine("Got chat [{0}]", oscm.Message);
+
+ lock (m_osChatMessagesReceived)
+ {
+ m_osChatMessagesReceived.Add(oscm);
+
+ if (m_osChatMessagesReceived.Count == m_expectedChatMessages)
+ m_chatEvent.Set();
+ }
+ }
+ }
+}
\ No newline at end of file
--
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