Stop individually deleting objects at the end of each ObjectTortureTest.

We can now do this since the entire scene and all objects within it are now successfully gc'd at the end of these tests.
This greatly improves the time taken to run each test (by reducing teardown time, not the time to actually do the test work that we're interested in).
Slightly simplifies config read in Scene constructor to help facilitate this.
This commit is contained in:
Justin Clark-Casey (justincc)
2012-03-07 00:31:18 +00:00
parent 23aba007dd
commit f3678d217f
5 changed files with 36 additions and 35 deletions

View File

@@ -628,10 +628,10 @@ namespace OpenSim.Region.Framework.Scenes
#region Region Config
try
// Region config overrides global config
//
if (m_config.Configs["Startup"] != null)
{
// Region config overrides global config
//
IConfig startupConfig = m_config.Configs["Startup"];
m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
@@ -721,46 +721,39 @@ namespace OpenSim.Region.Framework.Scenes
m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
}
catch
{
m_log.Warn("[SCENE]: Failed to load StartupConfig");
}
#endregion Region Config
#region Interest Management
if (m_config != null)
IConfig interestConfig = m_config.Configs["InterestManagement"];
if (interestConfig != null)
{
IConfig interestConfig = m_config.Configs["InterestManagement"];
if (interestConfig != null)
string update_prioritization_scheme = interestConfig.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower();
try
{
string update_prioritization_scheme = interestConfig.GetString("UpdatePrioritizationScheme", "Time").Trim().ToLower();
try
{
m_priorityScheme = (UpdatePrioritizationSchemes)Enum.Parse(typeof(UpdatePrioritizationSchemes), update_prioritization_scheme, true);
}
catch (Exception)
{
m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time");
m_priorityScheme = UpdatePrioritizationSchemes.Time;
}
m_reprioritizationEnabled = interestConfig.GetBoolean("ReprioritizationEnabled", true);
m_reprioritizationInterval = interestConfig.GetDouble("ReprioritizationInterval", 5000.0);
m_rootReprioritizationDistance = interestConfig.GetDouble("RootReprioritizationDistance", 10.0);
m_childReprioritizationDistance = interestConfig.GetDouble("ChildReprioritizationDistance", 20.0);
m_priorityScheme = (UpdatePrioritizationSchemes)Enum.Parse(typeof(UpdatePrioritizationSchemes), update_prioritization_scheme, true);
}
catch (Exception)
{
m_log.Warn("[PRIORITIZER]: UpdatePrioritizationScheme was not recognized, setting to default prioritizer Time");
m_priorityScheme = UpdatePrioritizationSchemes.Time;
}
m_reprioritizationEnabled = interestConfig.GetBoolean("ReprioritizationEnabled", true);
m_reprioritizationInterval = interestConfig.GetDouble("ReprioritizationInterval", 5000.0);
m_rootReprioritizationDistance = interestConfig.GetDouble("RootReprioritizationDistance", 10.0);
m_childReprioritizationDistance = interestConfig.GetDouble("ChildReprioritizationDistance", 20.0);
}
m_log.InfoFormat("[SCENE]: Using the {0} prioritization scheme", m_priorityScheme);
m_log.DebugFormat("[SCENE]: Using the {0} prioritization scheme", m_priorityScheme);
#endregion Interest Management
StatsReporter = new SimStatsReporter(this);
StatsReporter.OnSendStatsResult += SendSimStatsPackets;
StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
}
/// <summary>