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Add basic regression test ThrottleTests.TestClientThrottleSetNoLimit
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106
OpenSim/Region/ClientStack/Linden/UDP/Tests/ThrottleTests.cs
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106
OpenSim/Region/ClientStack/Linden/UDP/Tests/ThrottleTests.cs
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using NUnit.Framework;
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using OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Tests.Common;
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namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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{
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[TestFixture]
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public class ThrottleTests : OpenSimTestCase
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{
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[TestFixtureSetUp]
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public void FixtureInit()
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{
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// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
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Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
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}
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[TestFixtureTearDown]
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public void TearDown()
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{
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// We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
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// threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
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// tests really shouldn't).
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Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
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}
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[Test]
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public void TestClientThrottleSetNoLimit()
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{
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TestHelpers.InMethod();
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TestHelpers.EnableLogging();
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Scene scene = new SceneHelpers().SetupScene();
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TestLLUDPServer udpServer = ClientStackHelpers.AddUdpServer(scene);
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ScenePresence sp
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= ClientStackHelpers.AddChildClient(
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scene, udpServer, TestHelpers.ParseTail(0x1), TestHelpers.ParseTail(0x2), 123456);
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LLUDPClient udpClient = ((LLClientView)sp.ControllingClient).UDPClient;
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// udpClient.ThrottleDebugLevel = 1;
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byte[] throttles = new byte[28];
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float resendBits = 10000;
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float landBits = 20000;
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float windBits = 30000;
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float cloudBits = 40000;
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float taskBits = 50000;
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float textureBits = 60000;
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float assetBits = 70000;
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Array.Copy(BitConverter.GetBytes(resendBits), 0, throttles, 0, 4);
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Array.Copy(BitConverter.GetBytes(landBits), 0, throttles, 4, 4);
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Array.Copy(BitConverter.GetBytes(windBits), 0, throttles, 8, 4);
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Array.Copy(BitConverter.GetBytes(cloudBits), 0, throttles, 12, 4);
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Array.Copy(BitConverter.GetBytes(taskBits), 0, throttles, 16, 4);
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Array.Copy(BitConverter.GetBytes(textureBits), 0, throttles, 20, 4);
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Array.Copy(BitConverter.GetBytes(assetBits), 0, throttles, 24, 4);
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// Console.WriteLine(BitConverter.ToString(throttles));
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udpClient.SetThrottles(throttles);
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ClientInfo ci = udpClient.GetClientInfo();
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// We expect this to be lower because of the minimum bound set by MTU
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float totalBits = LLUDPServer.MTU * 8 + landBits + windBits + cloudBits + taskBits + textureBits + assetBits;
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Assert.AreEqual(LLUDPServer.MTU, ci.resendThrottle);
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Assert.AreEqual(landBits / 8, ci.landThrottle);
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Assert.AreEqual(windBits / 8, ci.windThrottle);
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Assert.AreEqual(cloudBits / 8, ci.cloudThrottle);
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Assert.AreEqual(taskBits / 8, ci.taskThrottle);
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Assert.AreEqual(textureBits / 8, ci.textureThrottle);
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Assert.AreEqual(assetBits / 8, ci.assetThrottle);
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Assert.AreEqual(totalBits / 8, ci.totalThrottle);
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}
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}
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}
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