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