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 ++++++++++++++++++ OpenSim/Tests/Torture/NPCTortureTests.cs | 190 --------------------- OpenSim/Tests/Torture/ObjectTortureTests.cs | 175 ------------------- OpenSim/Tests/Torture/ScriptTortureTests.cs | 168 ------------------ 6 files changed, 533 insertions(+), 533 deletions(-) create mode 100644 OpenSim/Tests/Performance/NPCPerformanceTests.cs create mode 100644 OpenSim/Tests/Performance/ObjectPerformanceTests.cs create mode 100644 OpenSim/Tests/Performance/ScriptPerformanceTests.cs delete mode 100644 OpenSim/Tests/Torture/NPCTortureTests.cs delete mode 100644 OpenSim/Tests/Torture/ObjectTortureTests.cs delete mode 100644 OpenSim/Tests/Torture/ScriptTortureTests.cs (limited to 'OpenSim/Tests') 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 diff --git a/OpenSim/Tests/Torture/NPCTortureTests.cs b/OpenSim/Tests/Torture/NPCTortureTests.cs deleted file mode 100644 index 731df68..0000000 --- a/OpenSim/Tests/Torture/NPCTortureTests.cs +++ /dev/null @@ -1,190 +0,0 @@ -/* - * 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() - { - 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/Torture/ObjectTortureTests.cs b/OpenSim/Tests/Torture/ObjectTortureTests.cs deleted file mode 100644 index 195d47b..0000000 --- a/OpenSim/Tests/Torture/ObjectTortureTests.cs +++ /dev/null @@ -1,175 +0,0 @@ -/* - * 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.Torture -{ - /// - /// Object 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 ObjectTortureTests - { - [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/Torture/ScriptTortureTests.cs b/OpenSim/Tests/Torture/ScriptTortureTests.cs deleted file mode 100644 index 24f278f..0000000 --- a/OpenSim/Tests/Torture/ScriptTortureTests.cs +++ /dev/null @@ -1,168 +0,0 @@ -/* - * 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.Torture -{ - /// - /// Script 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 ScriptTortureTests - { - 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 -- cgit v1.1