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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.
300 lines
12 KiB
C#
300 lines
12 KiB
C#
/*
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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 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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using OpenSim.Framework.Communications;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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namespace OpenSim.Region.Framework.Scenes.Tests
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{
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/// <summary>
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/// Basic scene object tests (create, read and delete but not update).
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/// </summary>
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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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[Test]
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public void TestAddSceneObject()
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{
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TestHelpers.InMethod();
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Scene scene = SceneHelpers.SetupScene();
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int partsToTestCount = 3;
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SceneObjectGroup so
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= SceneHelpers.CreateSceneObject(partsToTestCount, TestHelpers.ParseTail(0x1), "obj1", 0x10);
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SceneObjectPart[] parts = so.Parts;
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Assert.That(scene.AddNewSceneObject(so, false), Is.True);
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SceneObjectGroup retrievedSo = scene.GetSceneObjectGroup(so.UUID);
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SceneObjectPart[] retrievedParts = retrievedSo.Parts;
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//m_log.Debug("retrievedPart : {0}", retrievedPart);
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// If the parts have the same UUID then we will consider them as one and the same
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Assert.That(retrievedSo.PrimCount, Is.EqualTo(partsToTestCount));
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for (int i = 0; i < partsToTestCount; i++)
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{
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Assert.That(retrievedParts[i].Name, Is.EqualTo(parts[i].Name));
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Assert.That(retrievedParts[i].UUID, Is.EqualTo(parts[i].UUID));
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}
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}
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[Test]
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/// <summary>
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/// It shouldn't be possible to add a scene object if one with that uuid already exists in the scene.
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/// </summary>
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public void TestAddExistingSceneObjectUuid()
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{
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TestHelpers.InMethod();
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Scene scene = SceneHelpers.SetupScene();
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string obj1Name = "Alfred";
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string obj2Name = "Betty";
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UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001");
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SceneObjectPart part1
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= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
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{ Name = obj1Name, UUID = objUuid };
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Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part1), false), Is.True);
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SceneObjectPart part2
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= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
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{ Name = obj2Name, UUID = objUuid };
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Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part2), false), Is.False);
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SceneObjectPart retrievedPart = scene.GetSceneObjectPart(objUuid);
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//m_log.Debug("retrievedPart : {0}", retrievedPart);
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// If the parts have the same UUID then we will consider them as one and the same
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Assert.That(retrievedPart.Name, Is.EqualTo(obj1Name));
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Assert.That(retrievedPart.UUID, Is.EqualTo(objUuid));
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}
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/// <summary>
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/// Test retrieving a scene object via the local id of one of its parts.
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/// </summary>
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[Test]
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public void TestGetSceneObjectByPartLocalId()
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{
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TestHelpers.InMethod();
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Scene scene = SceneHelpers.SetupScene();
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int partsToTestCount = 3;
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SceneObjectGroup so
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= SceneHelpers.CreateSceneObject(partsToTestCount, TestHelpers.ParseTail(0x1), "obj1", 0x10);
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SceneObjectPart[] parts = so.Parts;
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scene.AddNewSceneObject(so, false);
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// Test getting via the root part's local id
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Assert.That(scene.GetGroupByPrim(so.LocalId), Is.Not.Null);
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// Test getting via a non root part's local id
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Assert.That(scene.GetGroupByPrim(parts[partsToTestCount - 1].LocalId), Is.Not.Null);
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// Test that we don't get back an object for a local id that doesn't exist
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Assert.That(scene.GetGroupByPrim(999), Is.Null);
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// Now delete the scene object and check again
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scene.DeleteSceneObject(so, false);
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Assert.That(scene.GetGroupByPrim(so.LocalId), Is.Null);
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Assert.That(scene.GetGroupByPrim(parts[partsToTestCount - 1].LocalId), Is.Null);
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}
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/// <summary>
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/// Test deleting an object from a scene.
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/// </summary>
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[Test]
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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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/// <summary>
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/// Test deleting an object asynchronously
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/// </summary>
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[Test]
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public void TestDeleteSceneObjectAsync()
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{
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TestHelpers.InMethod();
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//log4net.Config.XmlConfigurator.Configure();
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UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
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TestScene scene = SceneHelpers.SetupScene();
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// Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
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AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
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sogd.Enabled = false;
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SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
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IClientAPI client = SceneHelpers.AddScenePresence(scene, agentId).ControllingClient;
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scene.DeRezObjects(client, new System.Collections.Generic.List<uint>() { part.LocalId }, UUID.Zero, DeRezAction.Delete, UUID.Zero);
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SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
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Assert.That(retrievedPart, Is.Not.Null);
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sogd.InventoryDeQueueAndDelete();
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SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(part.LocalId);
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Assert.That(retrievedPart2, Is.Null);
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}
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/// <summary>
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/// Test deleting an object asynchronously to user inventory.
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/// </summary>
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//[Test]
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//public void TestDeleteSceneObjectAsyncToUserInventory()
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//{
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// TestHelper.InMethod();
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// //log4net.Config.XmlConfigurator.Configure();
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// UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
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// string myObjectName = "Fred";
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// TestScene scene = SceneSetupHelpers.SetupScene();
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// SceneObjectPart part = SceneSetupHelpers.AddSceneObject(scene, myObjectName);
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// Assert.That(
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// scene.CommsManager.UserAdminService.AddUser(
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// "Bob", "Hoskins", "test", "test@test.com", 1000, 1000, agentId),
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// Is.EqualTo(agentId));
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// IClientAPI client = SceneSetupHelpers.AddRootAgent(scene, agentId);
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// CachedUserInfo userInfo = scene.CommsManager.UserProfileCacheService.GetUserDetails(agentId);
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// Assert.That(userInfo, Is.Not.Null);
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// Assert.That(userInfo.RootFolder, Is.Not.Null);
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// SceneSetupHelpers.DeleteSceneObjectAsync(scene, part, DeRezAction.Take, userInfo.RootFolder.ID, client);
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// // Check that we now have the taken part in our inventory
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// Assert.That(myObjectName, Is.EqualTo(userInfo.RootFolder.FindItemByPath(myObjectName).Name));
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// // Check that the taken part has actually disappeared
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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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/// <summary>
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/// Changing a scene object uuid changes the root part uuid. This is a valid operation if the object is not
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/// in a scene and is useful if one wants to supply a UUID directly rather than use the one generated by
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/// OpenSim.
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/// </summary>
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[Test]
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public void TestChangeSceneObjectUuid()
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{
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string rootPartName = "rootpart";
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UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
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string childPartName = "childPart";
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UUID childPartUuid = new UUID("00000000-0000-0000-0001-000000000000");
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SceneObjectPart rootPart
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= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
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{ Name = rootPartName, UUID = rootPartUuid };
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SceneObjectPart linkPart
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= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
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{ Name = childPartName, UUID = childPartUuid };
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SceneObjectGroup sog = new SceneObjectGroup(rootPart);
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sog.AddPart(linkPart);
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Assert.That(sog.UUID, Is.EqualTo(rootPartUuid));
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Assert.That(sog.RootPart.UUID, Is.EqualTo(rootPartUuid));
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Assert.That(sog.Parts.Length, Is.EqualTo(2));
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UUID newRootPartUuid = new UUID("00000000-0000-0000-0000-000000000002");
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sog.UUID = newRootPartUuid;
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Assert.That(sog.UUID, Is.EqualTo(newRootPartUuid));
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Assert.That(sog.RootPart.UUID, Is.EqualTo(newRootPartUuid));
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Assert.That(sog.Parts.Length, Is.EqualTo(2));
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}
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}
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}
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