Scenario-Based Approach for Blackbox Load Testing of Online Game Servers

Chang-Sik Cho, Dong-Chun Lee, Kang-Min Sohn, Changjoon Park, Ji-Hoon Kang
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引用次数: 15

Abstract

Simply having a large beta test cannot consistently provide stability and performance to game servers, which are major issues in online game development. Therefore, test automations have been used in order to reduce the testing time of online games by simulating highly repetitive tasks and emulating server loads. However, in previous approaches, black box testing and scenario-based testing are not supported because they use prerecorded packets of real players as templates, or reuse a subset of the main game client for the test client. In this paper, we propose black box testing and scenario-based testing of online games as well as simple load testing. Instead of rewriting the virtual client dummy code, only the game description language and virtual game map are redefined when a new game is to be tested. In addition, an actual testing environment can be mimicked more closely, because complex and various scenarios such as attack, party play, and waypoint movement can be tested through combining actions. We have applied our tools on several online games to verify the effectiveness of our method.
基于场景的网络游戏服务器黑盒负载测试方法
简单地进行大规模的beta测试并不能始终如一地为游戏服务器提供稳定性和性能,这是在线游戏开发中的主要问题。因此,测试自动化已经被用来通过模拟高度重复的任务和模拟服务器负载来减少在线游戏的测试时间。然而,在以前的方法中,不支持黑盒测试和基于场景的测试,因为它们使用预先录制的真实玩家数据包作为模板,或者为测试客户端重用主游戏客户端的子集。本文提出了网络游戏的黑盒测试和基于场景的测试,以及简单的负载测试。在测试新游戏时,只需重新定义游戏描述语言和虚拟游戏地图,而不是重写虚拟客户端虚拟代码。此外,实际的测试环境可以更紧密地模拟,因为可以通过组合动作来测试复杂和各种场景,例如攻击、组队游戏和航路点移动。我们已经在几个在线游戏中应用了我们的工具来验证我们方法的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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