public void TestUpdateScene() { TestHelpers.InMethod(); Scene scene = new SceneHelpers().SetupScene(); scene.Update(1); Assert.That(scene.Frame, Is.EqualTo(1)); }
private void TestAddObjects(int primsInEachObject, int objectsToAdd) { UUID ownerId = new UUID("F0000000-0000-0000-0000-000000000000"); // Using a local variable for scene, at least on mono 2.6.7, means that it's much more likely to be garbage // collected when we teardown this test. If it's done in a member variable, even if that is subsequently // nulled out, the garbage collect can be delayed. TestScene scene = new SceneHelpers().SetupScene(); // Process process = Process.GetCurrentProcess(); // long startProcessMemory = process.PrivateMemorySize64; long startGcMemory = GC.GetTotalMemory(true); DateTime start = DateTime.Now; for (int i = 1; i <= objectsToAdd; i++) { SceneObjectGroup so = SceneHelpers.CreateSceneObject(primsInEachObject, ownerId, "part_", i); Assert.That(scene.AddNewSceneObject(so, false), Is.True, string.Format("Object {0} was not created", i)); } TimeSpan elapsed = DateTime.Now - start; // long processMemoryAlloc = process.PrivateMemorySize64 - startProcessMemory; long endGcMemory = GC.GetTotalMemory(false); for (int i = 1; i <= objectsToAdd; i++) { Assert.That( scene.GetSceneObjectGroup(TestHelpers.ParseTail(i)), Is.Not.Null, string.Format("Object {0} could not be retrieved", i)); } // When a scene object is added to a scene, it is placed in the update list for sending to viewers // (though in this case we have none). When it is deleted, it is not removed from the update which is // fine since it will later be ignored. // // However, that means that we need to manually run an update here to clear out that list so that deleted // objects will be clean up by the garbage collector before the next stress test is run. scene.Update(1); Console.WriteLine( "Took {0}ms, {1}MB ({2} - {3}) to create {4} objects each containing {5} prim(s)", Math.Round(elapsed.TotalMilliseconds), (endGcMemory - startGcMemory) / 1024 / 1024, endGcMemory / 1024 / 1024, startGcMemory / 1024 / 1024, objectsToAdd, primsInEachObject); scene.Close(); // scene = null; }
public void TestShutdownScene() { TestHelpers.InMethod(); Scene scene = new SceneHelpers().SetupScene(); scene.Close(); Assert.That(scene.ShuttingDown, Is.True); Assert.That(scene.Active, Is.False); // Trying to update a shutdown scene should result in no update scene.Update(1); Assert.That(scene.Frame, Is.EqualTo(0)); }