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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 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
{
/// <summary>
/// Script 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 ScriptPerformanceTests
{
private TestScene m_scene;
private XEngine m_xEngine;
private AutoResetEvent m_chatEvent = new AutoResetEvent(false);
private int m_expectedChatMessages;
private List<OSChatMessage> m_osChatMessagesReceived = new List<OSChatMessage>();
[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();
}
}
}
}
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