123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189 |
- /*
- * 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.Diagnostics;
- using System.Reflection;
- using log4net;
- using Nini.Config;
- using NUnit.Framework;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.CoreModules.Avatar.Attachments;
- using OpenSim.Region.CoreModules.Avatar.AvatarFactory;
- using OpenSim.Region.CoreModules.Framework.InventoryAccess;
- using OpenSim.Region.CoreModules.Framework.UserManagement;
- using OpenSim.Region.CoreModules.ServiceConnectorsOut.Avatar;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.OptionalModules.World.NPC;
- using OpenSim.Services.AvatarService;
- using OpenSim.Tests.Common;
- namespace OpenSim.Tests.Performance
- {
- /// <summary>
- /// NPC performance 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 NPCPerformanceTests : OpenSimTestCase
- {
- private TestScene scene;
- private AvatarFactoryModule afm;
- private UserManagementModule umm;
- private AttachmentsModule am;
- [TestFixtureSetUp]
- public void FixtureInit()
- {
- // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
- Util.FireAndForgetMethod = FireAndForgetMethod.None;
- }
- [TestFixtureTearDown]
- public void TearDown()
- {
- scene.Close();
- scene = null;
- GC.Collect();
- GC.WaitForPendingFinalizers();
- // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
- // threads. Possibly, later tests should be rewritten not to worry about such things.
- Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
- }
- [SetUp]
- public void Init()
- {
- IConfigSource config = new IniConfigSource();
- config.AddConfig("NPC");
- config.Configs["NPC"].Set("Enabled", "true");
- config.AddConfig("Modules");
- config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
- afm = new AvatarFactoryModule();
- umm = new UserManagementModule();
- am = new AttachmentsModule();
- scene = new SceneHelpers().SetupScene();
- SceneHelpers.SetupSceneModules(scene, config, afm, umm, am, new BasicInventoryAccessModule(), new NPCModule());
- }
- [Test]
- public void Test_0001_AddRemove100NPCs()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- TestAddRemoveNPCs(100);
- }
- [Test]
- public void Test_0002_AddRemove1000NPCs()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- TestAddRemoveNPCs(1000);
- }
- [Test]
- public void Test_0003_AddRemove2000NPCs()
- {
- TestHelpers.InMethod();
- // log4net.Config.XmlConfigurator.Configure();
- TestAddRemoveNPCs(2000);
- }
- private void TestAddRemoveNPCs(int numberOfNpcs)
- {
- ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
- // ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
- // 8 is the index of the first baked texture in AvatarAppearance
- UUID originalFace8TextureId = TestHelpers.ParseTail(0x10);
- Primitive.TextureEntry originalTe = new Primitive.TextureEntry(UUID.Zero);
- Primitive.TextureEntryFace originalTef = originalTe.CreateFace(8);
- originalTef.TextureID = originalFace8TextureId;
- // We also need to add the texture to the asset service, otherwise the AvatarFactoryModule will tell
- // ScenePresence.SendInitialData() to reset our entire appearance.
- scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId));
- afm.SetAppearance(sp, originalTe, null, new WearableCacheItem[0]);
- INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
- List<UUID> npcs = new List<UUID>();
- long startGcMemory = GC.GetTotalMemory(true);
- Stopwatch sw = new Stopwatch();
- sw.Start();
- for (int i = 0; i < numberOfNpcs; i++)
- {
- npcs.Add(
- npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, scene, sp.Appearance));
- }
- for (int i = 0; i < numberOfNpcs; i++)
- {
- Assert.That(npcs[i], Is.Not.Null);
- ScenePresence npc = scene.GetScenePresence(npcs[i]);
- Assert.That(npc, Is.Not.Null);
- }
- for (int i = 0; i < numberOfNpcs; i++)
- {
- Assert.That(npcModule.DeleteNPC(npcs[i], scene), Is.True);
- ScenePresence npc = scene.GetScenePresence(npcs[i]);
- Assert.That(npc, Is.Null);
- }
- sw.Stop();
- long endGcMemory = GC.GetTotalMemory(true);
- Console.WriteLine("Took {0} ms", sw.ElapsedMilliseconds);
- Console.WriteLine(
- "End {0} MB, Start {1} MB, Diff {2} MB",
- endGcMemory / 1024 / 1024,
- startGcMemory / 1024 / 1024,
- (endGcMemory - startGcMemory) / 1024 / 1024);
- }
- }
- }
|