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ObjectPerformanceTests.cs
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27 
28 using System;
29 using System.Diagnostics;
30 using System.Reflection;
31 using log4net;
32 using NUnit.Framework;
33 using OpenMetaverse;
34 using OpenSim.Framework;
35 using OpenSim.Region.Framework.Scenes;
36 using OpenSim.Tests.Common;
37 
38 namespace OpenSim.Tests.Performance
39 {
48  [TestFixture]
50  {
51  [TearDown]
52  public void TearDown()
53  {
54  GC.Collect();
55  GC.WaitForPendingFinalizers();
56  }
57 
58 // [Test]
59 // public void Test0000Clean()
60 // {
61 // TestHelpers.InMethod();
63 //
64 // TestAddObjects(200000);
65 // }
66 
67  [Test]
69  {
70  TestHelpers.InMethod();
71 // log4net.Config.XmlConfigurator.Configure();
72 
73  TestAddObjects(1, 10000);
74  }
75 
76  [Test]
78  {
79  TestHelpers.InMethod();
80 // log4net.Config.XmlConfigurator.Configure();
81 
82  TestAddObjects(1, 100000);
83  }
84 
85  [Test]
87  {
88  TestHelpers.InMethod();
89 // log4net.Config.XmlConfigurator.Configure();
90 
91  TestAddObjects(1, 200000);
92  }
93 
94  [Test]
96  {
97  TestHelpers.InMethod();
98 // log4net.Config.XmlConfigurator.Configure();
99 
100  TestAddObjects(100, 100);
101  }
102 
103  [Test]
105  {
106  TestHelpers.InMethod();
107 // log4net.Config.XmlConfigurator.Configure();
108 
109  TestAddObjects(100, 1000);
110  }
111 
112  [Test]
114  {
115  TestHelpers.InMethod();
116 // log4net.Config.XmlConfigurator.Configure();
117 
118  TestAddObjects(100, 2000);
119  }
120 
121  private void TestAddObjects(int primsInEachObject, int objectsToAdd)
122  {
123  UUID ownerId = new UUID("F0000000-0000-0000-0000-000000000000");
124 
125  // Using a local variable for scene, at least on mono 2.6.7, means that it's much more likely to be garbage
126  // collected when we teardown this test. If it's done in a member variable, even if that is subsequently
127  // nulled out, the garbage collect can be delayed.
128  TestScene scene = new SceneHelpers().SetupScene();
129 
130 // Process process = Process.GetCurrentProcess();
131 // long startProcessMemory = process.PrivateMemorySize64;
132  long startGcMemory = GC.GetTotalMemory(true);
133  DateTime start = DateTime.Now;
134 
135  for (int i = 1; i <= objectsToAdd; i++)
136  {
137  SceneObjectGroup so = SceneHelpers.CreateSceneObject(primsInEachObject, ownerId, "part_", i);
138  Assert.That(scene.AddNewSceneObject(so, false), Is.True, string.Format("Object {0} was not created", i));
139  }
140 
141  TimeSpan elapsed = DateTime.Now - start;
142 // long processMemoryAlloc = process.PrivateMemorySize64 - startProcessMemory;
143  long endGcMemory = GC.GetTotalMemory(false);
144 
145  for (int i = 1; i <= objectsToAdd; i++)
146  {
147  Assert.That(
148  scene.GetSceneObjectGroup(TestHelpers.ParseTail(i)),
149  Is.Not.Null,
150  string.Format("Object {0} could not be retrieved", i));
151  }
152 
153  // When a scene object is added to a scene, it is placed in the update list for sending to viewers
154  // (though in this case we have none). When it is deleted, it is not removed from the update which is
155  // fine since it will later be ignored.
156  //
157  // However, that means that we need to manually run an update here to clear out that list so that deleted
158  // objects will be clean up by the garbage collector before the next stress test is run.
159  scene.Update(1);
160 
161  Console.WriteLine(
162  "Took {0}ms, {1}MB ({2} - {3}) to create {4} objects each containing {5} prim(s)",
163  Math.Round(elapsed.TotalMilliseconds),
164  (endGcMemory - startGcMemory) / 1024 / 1024,
165  endGcMemory / 1024 / 1024,
166  startGcMemory / 1024 / 1024,
167  objectsToAdd,
168  primsInEachObject);
169 
170  scene.Close();
171 // scene = null;
172  }
173  }
174 }
A scene object group is conceptually an object in the scene. The object is constituted of SceneObject...
Helpers for setting up scenes.
Definition: SceneHelpers.cs:60