175 lines
6.5 KiB
C#
175 lines
6.5 KiB
C#
/*
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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.Diagnostics;
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using System.Reflection;
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using log4net;
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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.Region.Framework.Scenes;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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namespace OpenSim.Tests.Performance
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{
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/// <summary>
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/// Object performance 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 ObjectPerformanceTests : OpenSimTestCase
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{
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[TearDown]
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public void TearDown()
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{
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GC.Collect();
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GC.WaitForPendingFinalizers();
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}
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// [Test]
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// public void Test0000Clean()
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// {
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// TestHelpers.InMethod();
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//// log4net.Config.XmlConfigurator.Configure();
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//
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// TestAddObjects(200000);
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// }
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[Test]
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public void Test_0001_10K_1PrimObjects()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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TestAddObjects(1, 10000);
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}
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[Test]
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public void Test_0002_100K_1PrimObjects()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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TestAddObjects(1, 100000);
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}
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[Test]
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public void Test_0003_200K_1PrimObjects()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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TestAddObjects(1, 200000);
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}
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[Test]
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public void Test_0011_100_100PrimObjects()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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TestAddObjects(100, 100);
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}
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[Test]
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public void Test_0012_1K_100PrimObjects()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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TestAddObjects(100, 1000);
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}
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[Test]
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public void Test_0013_2K_100PrimObjects()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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TestAddObjects(100, 2000);
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}
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private void TestAddObjects(int primsInEachObject, int objectsToAdd)
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{
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UUID ownerId = new UUID("F0000000-0000-0000-0000-000000000000");
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// Using a local variable for scene, at least on mono 2.6.7, means that it's much more likely to be garbage
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// collected when we teardown this test. If it's done in a member variable, even if that is subsequently
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// nulled out, the garbage collect can be delayed.
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TestScene scene = new SceneHelpers().SetupScene();
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// Process process = Process.GetCurrentProcess();
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// long startProcessMemory = process.PrivateMemorySize64;
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long startGcMemory = GC.GetTotalMemory(true);
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DateTime start = DateTime.Now;
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for (int i = 1; i <= objectsToAdd; i++)
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{
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SceneObjectGroup so = SceneHelpers.CreateSceneObject(primsInEachObject, ownerId, "part_", i);
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Assert.That(scene.AddNewSceneObject(so, false), Is.True, string.Format("Object {0} was not created", i));
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}
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TimeSpan elapsed = DateTime.Now - start;
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// long processMemoryAlloc = process.PrivateMemorySize64 - startProcessMemory;
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long endGcMemory = GC.GetTotalMemory(false);
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for (int i = 1; i <= objectsToAdd; i++)
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{
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Assert.That(
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scene.GetSceneObjectGroup(TestHelpers.ParseTail(i)),
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Is.Not.Null,
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string.Format("Object {0} could not be retrieved", i));
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}
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// When a scene object is added to a scene, it is placed in the update list for sending to viewers
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// (though in this case we have none). When it is deleted, it is not removed from the update which is
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// fine since it will later be ignored.
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//
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// However, that means that we need to manually run an update here to clear out that list so that deleted
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// objects will be clean up by the garbage collector before the next stress test is run.
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scene.Update(1);
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Console.WriteLine(
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"Took {0}ms, {1}MB ({2} - {3}) to create {4} objects each containing {5} prim(s)",
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Math.Round(elapsed.TotalMilliseconds),
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(endGcMemory - startGcMemory) / 1024 / 1024,
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endGcMemory / 1024 / 1024,
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startGcMemory / 1024 / 1024,
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objectsToAdd,
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primsInEachObject);
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scene.Close();
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// scene = null;
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}
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}
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} |