Esempio n. 1
0
        public override IEnumerable <PassDetails> Passes()
        {
            SetupPass();
            SaveUtils.DoSave    = true;
            SaveUtils.WorldName = "PERF-TEST_SERIALISATION_SUITE";
            yield return(EndPass("SerialisationOn"));

            if (Directory.Exists(SaveUtils.CurrentWorldSaveDirectory))
            {
                SaveUtils.DeleteSave(SaveUtils.WorldName);
            }
            SaveUtils.DoSave = false;
        }
Esempio n. 2
0
 private void DeleteSave(string worldName)
 {
     SaveUtils.DeleteSave(worldName);
     saveGameList.DeleteSelected();
 }
Esempio n. 3
0
        public override IEnumerator Run(ITestableChunkManager chunkManager)
        {
            Assert.IsTrue(SaveUtils.DoSave);
            Assert.IsFalse(string.IsNullOrEmpty(SaveUtils.WorldName), "World name cannot be empty for serialisation test");

            //Ensure save does not already exist by deleting it if it does
            if (Directory.Exists(SaveUtils.CurrentWorldSaveDirectory))
            {
                SaveUtils.DeleteSave(SaveUtils.WorldName);
            }

            ResetLog();
            ResetPerFrameCounters();

            chunkManager.Initialise();

            //Wait until all chunks are complete
            while (!chunkManager.PipelineIsSettled())
            {
                yield return(null);
            }

            var worldInterface = FindObjectOfType <VoxelWorldInterface>();

            yield return(new WaitForSecondsRealtime(1));

            var player       = chunkManager.GetPlayer();
            var playerPos    = player.Position;
            var basePosition = playerPos + new Vector3(2, -1, 2);

            //Break a cube of blocks
            for (int i = 0; i < cubeDimension; i++)
            {
                for (int j = 0; j < cubeDimension; j++)
                {
                    for (int k = 0; k < cubeDimension; k++)
                    {
                        worldInterface.RemoveVoxel(basePosition + new Vector3(i, -j, k));
                    }
                }
            }

            //Wait until all chunks are complete
            while (!chunkManager.PipelineIsSettled())
            {
                yield return(null);
            }


            ///Now the real test, how long does it take to save,
            ///how many chunks were saved, and how much storage space did
            ///it take to save them.
            var startTime = Time.unscaledTime;

            //Save
            chunkManager.StoreAllModifiedChunks();

            var saveDuration = Time.unscaledTime - startTime;

            var chunkDirectory = SaveUtils.CurrentWorldSaveDirectory + "chunks/";

            Assert.IsTrue(Directory.Exists(chunkDirectory), "Directory does not exist!");

            long totalFileSize = 0;
            int  numFiles      = 0;

            foreach (var fileName in Directory.GetFiles(chunkDirectory, "*.*", SearchOption.AllDirectories))
            {
                numFiles++;
                totalFileSize += new FileInfo(fileName).Length;
            }

            Log($"Took {saveDuration * 1000} millis to save {numFiles} chunks, " +
                $"\nwith a total file size of {totalFileSize} bytes");
        }