Add NPC torture tests for 100, 1000 and 2000 create and delete NPC calls.
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Reflection;
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using log4net;
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using Nini.Config;
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using NUnit.Framework;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Region.CoreModules.Avatar.Attachments;
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using OpenSim.Region.CoreModules.Avatar.AvatarFactory;
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using OpenSim.Region.CoreModules.Framework.InventoryAccess;
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using OpenSim.Region.CoreModules.Framework.UserManagement;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Avatar;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.OptionalModules.World.NPC;
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using OpenSim.Services.AvatarService;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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namespace OpenSim.Tests.Torture
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{
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/// <summary>
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/// NPC torture tests
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/// </summary>
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/// <remarks>
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/// Don't rely on the numbers given by these tests - they will vary a lot depending on what is already cached,
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/// how much memory is free, etc. In some cases, later larger tests will apparently take less time than smaller
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/// earlier tests.
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/// </remarks>
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[TestFixture]
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public class NPCTortureTests
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{
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private TestScene scene;
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private AvatarFactoryModule afm;
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private UserManagementModule umm;
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private AttachmentsModule am;
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[TestFixtureSetUp]
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public void FixtureInit()
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{
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// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
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Util.FireAndForgetMethod = FireAndForgetMethod.None;
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}
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[TestFixtureTearDown]
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public void TearDown()
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{
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// We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
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// threads. Possibly, later tests should be rewritten not to worry about such things.
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Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
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}
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[SetUp]
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public void Init()
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{
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IConfigSource config = new IniConfigSource();
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config.AddConfig("NPC");
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config.Configs["NPC"].Set("Enabled", "true");
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config.AddConfig("Modules");
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config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
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afm = new AvatarFactoryModule();
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umm = new UserManagementModule();
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am = new AttachmentsModule();
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scene = SceneHelpers.SetupScene();
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SceneHelpers.SetupSceneModules(scene, config, afm, umm, am, new BasicInventoryAccessModule(), new NPCModule());
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}
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[Test]
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public void TestAddRemove100NPCs()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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TestAddRemoveNPCs(100);
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}
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[Test]
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public void TestAddRemove1000NPCs()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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TestAddRemoveNPCs(1000);
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}
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[Test]
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public void TestAddRemove2000NPCs()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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TestAddRemoveNPCs(2000);
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}
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private void TestAddRemoveNPCs(int numberOfNpcs)
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{
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
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// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
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// 8 is the index of the first baked texture in AvatarAppearance
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UUID originalFace8TextureId = TestHelpers.ParseTail(0x10);
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Primitive.TextureEntry originalTe = new Primitive.TextureEntry(UUID.Zero);
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Primitive.TextureEntryFace originalTef = originalTe.CreateFace(8);
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originalTef.TextureID = originalFace8TextureId;
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// We also need to add the texture to the asset service, otherwise the AvatarFactoryModule will tell
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// ScenePresence.SendInitialData() to reset our entire appearance.
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scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId));
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afm.SetAppearance(sp, originalTe, null);
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INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
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List<UUID> npcs = new List<UUID>();
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long startGcMemory = GC.GetTotalMemory(true);
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Stopwatch sw = new Stopwatch();
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sw.Start();
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for (int i = 0; i < numberOfNpcs; i++)
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{
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npcs.Add(
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npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, scene, sp.Appearance));
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}
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for (int i = 0; i < numberOfNpcs; i++)
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{
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Assert.That(npcs[i], Is.Not.Null);
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ScenePresence npc = scene.GetScenePresence(npcs[i]);
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Assert.That(npc, Is.Not.Null);
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}
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for (int i = 0; i < numberOfNpcs; i++)
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{
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Assert.That(npcModule.DeleteNPC(npcs[i], scene), Is.True);
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ScenePresence npc = scene.GetScenePresence(npcs[i]);
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Assert.That(npc, Is.Null);
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}
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sw.Stop();
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long endGcMemory = GC.GetTotalMemory(true);
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Console.WriteLine("Took {0} ms", sw.ElapsedMilliseconds);
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Console.WriteLine(
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"End {0} MB, Start {1} MB, Diff {2} MB",
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endGcMemory / 1024 / 1024,
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startGcMemory / 1024 / 1024,
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(endGcMemory - startGcMemory) / 1024 / 1024);
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}
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}
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}
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@ -3284,12 +3284,15 @@
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<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
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<Reference name="XMLRPC" path="../../../bin/"/>
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<Reference name="OpenSim.Framework"/>
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<Reference name="OpenSim.Framework.Communications"/>
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<Reference name="OpenSim.Framework.Console"/>
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<Reference name="OpenSim.Framework.Servers.HttpServer"/>
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<Reference name="OpenSim.Region.CoreModules"/>
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<Reference name="OpenSim.Region.Framework"/>
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<Reference name="OpenSim.Region.OptionalModules"/>
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<Reference name="OpenSim.Region.ScriptEngine.Shared"/>
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<Reference name="OpenSim.Region.ScriptEngine.XEngine"/>
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<Reference name="OpenSim.Services.AvatarService"/>
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<Reference name="OpenSim.Tests.Common"/>
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<Files>
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<Match pattern="*.cs" recurse="false"/>
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