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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.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
{
/// <summary>
/// Object torture 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 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;
}
}
}
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