Files
opensim/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs
Justin Clark-Casey (justincc) 64f640f901 Implement experimental non-default mechanism to update scene via a timer rather than a persistent thread with sleep.
This is to see if an inaccuracy in sleep times under load is responsible for increase in frame times even when there is spare time still available.
Can currently only be activated by setting "debug scene set update-on-timer true".
Can be switched between timer and thread with sleep updates whilst the scene is running.
2014-08-26 18:13:38 +01:00

80 lines
3.2 KiB
C#

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using System.Net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
namespace OpenSim.Region.ClientStack.LindenUDP.Tests
{
/// <summary>
/// Mock scene for unit tests
/// </summary>
public class MockScene : SceneBase
{
public int ObjectNameCallsReceived
{
get { return m_objectNameCallsReceived; }
}
protected int m_objectNameCallsReceived;
public MockScene() : base(new RegionInfo(1000, 1000, null, null))
{
m_regStatus = RegionStatus.Up;
}
public override bool Update(int frames) { return true; }
public override void LoadWorldMap() {}
public override ISceneAgent AddNewAgent(IClientAPI client, PresenceType type)
{
client.OnObjectName += RecordObjectNameCall;
// FIXME
return null;
}
public override bool CloseAgent(UUID agentID, bool force) { return true; }
public override bool CheckClient(UUID clientId, IPEndPoint endPoint) { return true; }
public override void OtherRegionUp(GridRegion otherRegion) { }
public override bool TryGetScenePresence(UUID uuid, out ScenePresence sp) { sp = null; return false; }
/// <summary>
/// Doesn't really matter what the call is - we're using this to test that a packet has actually been received
/// </summary>
protected void RecordObjectNameCall(IClientAPI remoteClient, uint localID, string message)
{
m_objectNameCallsReceived++;
}
}
}