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Online game testing using scenario-based control of massive virtual users

机译:使用基于方案的大量虚拟用户控制进行在线游戏测试

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The stability and performance of game servers are major issues in online games because the online game servers must be able to handle and verify a large number of connections. Test automation has been used in order to reduce testing time of online game servers. In this paper, we propose the VENUS II system, which supports blackbox testing and scenario-based testing as well as simple load testing. The massive virtual clients automatically generate packet loads to test the stability of game servers like the existing approaches. The main difference, however, is that we used the game grammar and game map to describe the game logics instead of using dummy game client code. So the test client code doesn't need to be re-written when a new game is to be tested. And the complex scenarios such as attack, party play and waypoint movement can be tested and moreover effectively because the scenarios can be flexibly constructed by combining protocols and actions already defined in game grammar. We have applied our tools on the ELMA online game application to verify the effectiveness of our method.
机译:游戏服务器的稳定性和性能是在线游戏中的主要问题,因为在线游戏服务器必须能够处理和验证大量连接。为了减少在线游戏服务器的测试时间,已使用测试自动化。在本文中,我们提出了VENUS II系统,该系统支持黑盒测试和基于方案的测试以及简单的负载测试。大型虚拟客户端会自动生成数据包负载,以像现有方法一样测试游戏服务器的稳定性。但是,主要区别在于,我们使用游戏语法和游戏地图来描述游戏逻辑,而不是使用虚拟游戏客户端代码。因此,在测试新游戏时,无需重新编写测试客户端代码。由于可以通过组合已经在游戏语法中定义的协议和动作来灵活地构建场景,因此可以测试并有效地测试复杂的场景(例如攻击,聚会游戏和路标移动)。我们已将工具应用于ELMA在线游戏应用程序,以验证我们方法的有效性。

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