Details about the game test

Source: Internet
Author: User

I know very little about the game Test , the following is based on some information and their own understanding of the collation.

game test is also Part of the software testing , so the game test is divided into game software testing and the game itself, but the game itself involves the characteristics of play, entertainment, athletics and so on, so some places need special treatment.

The test of the game world has the following characteristics:

1, the game plot test, mainly refers to the game world's task system composition, some people also called the game World event Drive, I like to call the game emotion World test.

2, the game world balance test, mainly in the economic balance, capacity balance (including skills, attributes, etc.), to ensure that the game World Competition Fair.

3, game culture testing, such as the entire game world style, is the Chinese culture-led, or Japanese-Korean style, and so on, large to the game as a whole, small to NPC (game World characters) dialogue, such as a scholar, his dialogue must be refined, can not use the Lake language J.

(i) Online game test

I give a MMOG example (note: MMOG is the abbreviation of large network games), large online games are mainly real-time strategic nature, so the communication using TCP protocol to send packets. The advantage of the TCP protocol to send packets is to minimize the loss of packets, he is a packet of a fine packaging, the general packet sent in the form of real-time processing, that is, the use of blocking mode of processing, rather than wait until a certain amount of space packets are full after the send together (non-blocking mode of processing).

What are the points that need to be tested?

1, the service side of the test. Test the delivery of synchronous messages, that is, in the case of many players, information can be smoothly notified to each player. The server needs to deal with: the issue of the player information, arbitration information, arbitration equipment information, transit information between the server, the status of disk, player information save. Send player information when the server under the pressure of the largest, this time is equivalent to need to do a stress test (reference LR of the various indicators), to see whether the information accurately and smoothly to the corresponding players. This time need to have a more profound understanding of the communication protocol.

2, the client testing. The main work for the validation of functional logic, for example, I give an example, the task system, now each game has a task system. If we test the task system, how should we test it? What are the prerequisites for completing the task first. What props are needed to complete the task. What props the player can get. Whether the props can be traded, picked up. Whether the props can be bought or sold. The player and the NPC (not the Player control role) deliver the task disconnection process. What the NPC is talking about in different states. Is it a public mission or a door assignment? What to do when the storage box is full in the process of getting props. What to do if the load exceeds its own capacity. And so on, take the details into consideration, so that the design case is done without the need for automation (but can be automated in component testing and system Testing is not necessary to automate).

The client also has a test point is the map, because the map is the game's façade, so the map of the checkpoint: gorgeous degree, the entire map brightness, different resolution map display, map stitching, maps of NPC or monster distribution, etc. are very important.

(b) C/s structure test

c/S structure of the system requirements are: Server processing capacity, feedback in time, and this kind of server pressure is in the business busy time, so in testing this software, you need to fully understand the business logic, the business point is there. Information synchronization needs attention in those areas. What is the service-side data processing process? If the above problem is clear, the focus of the test will come out.

Where the pressure is formed.

when the client requests to log in to the server, through the account Database Verification, and then take out the corresponding role of the account, and then tell the client that you are our user, and then the gateway to connect the player to the response gamesvr. When the client sends a login request to the server, it uses non-blocking processing to make the request form a non queue form, so that the server side of the pressure is not high, processing speed, and the player and account database is not a persistent connection, but to maintain a heartbeat, so the landing process will not cause much pressure on the server

The pressure is:

1, the player walks, as we all know, the main characteristics of the network is the synchronization of information, that is, when a player moving around, the server first to calculate, the current player refers to the correct coordinates, and secondly, the server should be sent messages to tell the players around, he is now there, how the posture exists. Because the server will give a certain range of players notification of this information, resulting in increased server pressure, because the server (GAEMSVR) and the player is to maintain a TCP long connection, if the current server or a screen (or a certain range of players relatively more), The server is under a lot of pressure to handle several of these situations that are similar to those described above on the current server.

2, chat, why say chat will cause server pressure is larger. Because when a speaks to B, the server needs to look, the current B is there, then notify A,b in, you can talk to him, this time a can talk to B. If the person is relatively many, may cause the server pressure to be big.

3, Cross server walk, also can cause the server pressure is huge. Because when you step from one server to another, the server needs to copy the player's data to another server on the first server, initialize an entity, and then tell DB to save the person's data once, then try to cross the server, and then initialize the data to the player if the cross succeeds. , if not successful, then the other processing, causing the server pressure.

In TCP communications, there are compensation mechanisms for packet loss, and there are two ways to compensate for the packet:

The first approach is to take a package from the first package that is lost to the current package as a whole, a replay of the package, which would allow the client to see the "card" phenomenon that usually occurs in the game, and another compensation mechanism is to discard the previous packet and play the last packet information. This will see some strange phenomena on the other clients.

Turn from: http://www.51testing.com/html/70/n-210270.html

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