/* * 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; 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 : OpenSimTestCase { 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(); } } } }