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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.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<Drawer> drawers = new List<Drawer>();
- 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),
- "",
- 0);
-
- Assert.That(originalTextureID, Is.Not.EqualTo(so.RootPart.Shape.Textures.GetFace(0).TextureID));
- Pass++;
- }
- }
- }
- }
- }
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