/* * 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.IO; using System.Linq; using System.Reflection; using System.Threading; using log4net.Config; using NUnit.Framework; using OpenMetaverse; using OpenMetaverse.Assets; using OpenSim.Framework; using OpenSim.Region.CoreModules.Scripting.DynamicTexture; using OpenSim.Region.CoreModules.Scripting.VectorRender; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Scenes.Serialization; using OpenSim.Tests.Common; namespace OpenSim.Tests.Stress { [TestFixture] public class VectorRenderModuleStressTests : OpenSimTestCase { public Scene Scene { get; private set; } public DynamicTextureModule Dtm { get; private set; } public VectorRenderModule Vrm { get; private set; } private void SetupScene(bool reuseTextures) { Scene = new SceneHelpers().SetupScene(); Dtm = new DynamicTextureModule(); Dtm.ReuseTextures = reuseTextures; Vrm = new VectorRenderModule(); SceneHelpers.SetupSceneModules(Scene, Dtm, Vrm); } [Test] public void TestConcurrentRepeatedDraw() { int threads = 4; TestHelpers.InMethod(); SetupScene(false); List drawers = new List(); for (int i = 0; i < threads; i++) { Drawer d = new Drawer(this, i); drawers.Add(d); Console.WriteLine("Starting drawer {0}", i); Util.FireAndForget(o => d.Draw(), null, "VectorRenderModuleStressTests.TestConcurrentRepeatedDraw"); } Thread.Sleep(10 * 60 * 1000); drawers.ForEach(d => d.Ready = false); drawers.ForEach(d => Console.WriteLine("Drawer {0} drew {1} textures", d.Number, d.Pass + 1)); } class Drawer { public int Number { get; private set; } public int Pass { get; private set; } public bool Ready { get; set; } private VectorRenderModuleStressTests m_tests; public Drawer(VectorRenderModuleStressTests tests, int number) { m_tests = tests; Number = number; Ready = true; } public void Draw() { SceneObjectGroup so = SceneHelpers.AddSceneObject(m_tests.Scene); while (Ready) { UUID originalTextureID = so.RootPart.Shape.Textures.GetFace(0).TextureID; // Ensure unique text string text = string.Format("{0:D2}{1}", Number, Pass); m_tests.Dtm.AddDynamicTextureData( m_tests.Scene.RegionInfo.RegionID, so.UUID, m_tests.Vrm.GetContentType(), string.Format("PenColour BLACK; MoveTo 40,220; FontSize 32; Text {0};", text), ""); Assert.That(originalTextureID, Is.Not.EqualTo(so.RootPart.Shape.Textures.GetFace(0).TextureID)); Pass++; } } } } }