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In ObjectTortureTests, run garbage collector on Teardown and run scene loop update when scene objects have been deleted.
At least on mono 2.6.4, running GC.Collect() is not guaranteed to force gc of all objects when run in the same method where those objects had references. Therefore, GC.Collect() is now being done in the per-script teardown of ObjectTortureTests. In addition, scene loop update is being run after garbage collection in order to clean out the viewer update list of scene objects in the SceneGraph. These measures mean that scene objects/parts are now garbage collected after a test run if deleted from the scene, resulting in a much better memory usage report (though probably still not very accurate). However, deletion takes a very long time - what's really needed is to find out now why the entire scene isn't being GC'd by this measure. This change hasn't yet been applied to the other stress tests.
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@@ -27,6 +27,7 @@
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using System;
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using System.Reflection;
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using System.Threading;
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using NUnit.Framework;
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using OpenMetaverse;
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using OpenSim.Framework;
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@@ -43,6 +44,42 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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[TestFixture]
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public class SceneObjectBasicTests
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{
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// [TearDown]
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// public void TearDown()
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// {
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// Console.WriteLine("TearDown");
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// GC.Collect();
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// Thread.Sleep(3000);
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// }
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// public class GcNotify
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// {
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// public static AutoResetEvent gcEvent = new AutoResetEvent(false);
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// private static bool _initialized = false;
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//
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// public static void Initialize()
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// {
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// if (!_initialized)
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// {
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// _initialized = true;
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// new GcNotify();
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// }
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// }
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//
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// private GcNotify(){}
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//
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// ~GcNotify()
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// {
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// if (!Environment.HasShutdownStarted &&
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// !AppDomain.CurrentDomain.IsFinalizingForUnload())
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// {
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// Console.WriteLine("GcNotify called");
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// gcEvent.Set();
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// new GcNotify();
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// }
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// }
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// }
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/// <summary>
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/// Test adding an object to a scene.
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/// </summary>
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@@ -147,11 +184,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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public void TestDeleteSceneObject()
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{
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TestHelpers.InMethod();
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TestScene scene = SceneHelpers.SetupScene();
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SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
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scene.DeleteSceneObject(part.ParentGroup, false);
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SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
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Assert.That(retrievedPart, Is.Null);
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}
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