#if !UNITY_JOBS_LESS_THAN_0_7 using System; using NUnit.Framework; using Unity.Collections; using Unity.Jobs; namespace Unity.Jobs.Tests.ManagedJobs { public class JobStressTests : JobTestsFixture { struct JobSetIndexValue : IJobParallelFor { public NativeArray value; public void Execute(int index) { value[index] = index; } } [Test] public void StressTestParallelFor() { StressTestParallelForIterations(1, 5000); } public void StressTestParallelForIterations(int amount, int amountOfData) { for (var k = 0; k != amount; k++) { var len = UnityEngine.Random.Range(1, amountOfData); JobSetIndexValue job1; job1.value = new NativeArray(len, Allocator.TempJob); JobSetIndexValue job2; job2.value = new NativeArray(len, Allocator.TempJob); var job1Handle = job1.Schedule(len, UnityEngine.Random.Range(1, 1024)); var job2Handle = job2.Schedule(len, UnityEngine.Random.Range(1, 1024)); job2Handle.Complete(); job1Handle.Complete(); for (var i = 0; i < len; i++) { Assert.AreEqual(i, job1.value[i]); Assert.AreEqual(i, job2.value[i]); } job1.value.Dispose(); job2.value.Dispose(); } } struct JobSetValue : IJob { public int expected; public NativeArray value; public void Execute() { value[0] = value[0] + 1; } } [Test] public void DeepDependencyChain() { var array = new NativeArray(1, Allocator.Persistent); var jobHandle = new JobHandle(); const int depth = 10000; for (var i = 0; i < depth; i++) { var job = new JobSetValue { value = array, expected = i }; jobHandle = job.Schedule(jobHandle); } jobHandle.Complete(); Assert.AreEqual(depth, array[0]); array.Dispose(); } } } #endif