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/*
* 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;
namespace OpenSim.Tests.Performance
{
/// <summary>
/// NPC performance tests
/// </summary>
/// <remarks>
/// 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.
/// </remarks>
[TestFixture]
public class NPCPerformanceTests : OpenSimTestCase
{
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<INPCModule>();
List<UUID> npcs = new List<UUID>();
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);
*/
}
}
}
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