CN112131117A - Game testing method and device, electronic equipment and storage medium - Google Patents

Game testing method and device, electronic equipment and storage medium Download PDF

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Publication number
CN112131117A
CN112131117A CN202011023035.9A CN202011023035A CN112131117A CN 112131117 A CN112131117 A CN 112131117A CN 202011023035 A CN202011023035 A CN 202011023035A CN 112131117 A CN112131117 A CN 112131117A
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game
virtual
testing
recording
different events
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CN112131117B (en
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李皓
朱俊杰
熊有益
李建全
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F11/00Error detection; Error correction; Monitoring
    • G06F11/36Preventing errors by testing or debugging software
    • G06F11/3668Software testing
    • G06F11/3672Test management
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F11/00Error detection; Error correction; Monitoring
    • G06F11/36Preventing errors by testing or debugging software
    • G06F11/3668Software testing
    • G06F11/3672Test management
    • G06F11/3688Test management for test execution, e.g. scheduling of test suites

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Computer Hardware Design (AREA)
  • Quality & Reliability (AREA)
  • Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Human Computer Interaction (AREA)
  • Debugging And Monitoring (AREA)

Abstract

The invention provides a game testing method, a game testing device, electronic equipment and a storage medium, wherein the method comprises the following steps: starting a game testing process, responding to the game testing process, and triggering a recording playback sub-process; recording different events executed by the virtual object in the target game in the virtual environment through the recording playback sub-process; determining event parameters matched with the target game; determining a data format matched with the recording and playback sub-process; testing a target game based on the event parameters and different events executed by the virtual object in the virtual environment recorded by the data format; therefore, the game can be automatically tested, the automatic test case of the game has strong portability, and further, the defects that the accuracy of the test is influenced due to the fact that the UI operation control can only be obtained based on the image recognition mode, the error of an actual result and the loss of related functions of operation playback in a battle are overcome.

Description

Game testing method and device, electronic equipment and storage medium
Technical Field
The present invention relates to a virtual environment game testing technology, and in particular, to a game testing method, apparatus, electronic device, and storage medium.
Background
In the related art, there is currently a social application or a game application in which virtual objects (e.g., three-dimensional virtual characters) are used to simulate user characters or images, and the images are vivid. There are also more and more hand-game products developed using the illusion Engine 4(UE4 universal Engine 4). In order to ensure the performance of the game, game production companies need to invest a large amount of resources in the development process of the game to execute relevant game tests. Such as load testing, power consumption testing, smoke testing for each version, memory monitoring, and crash testing for a particular scenario, to continually detect and optimize game performance through various types of game testing. However, these tests cannot be automatically tested in the usage scenario of the illusion engine 4, which is not favorable for large-scale popularization and implementation of game testing.
Disclosure of Invention
In view of this, embodiments of the present invention provide a game testing method and apparatus, an electronic device, and a storage medium, which can automatically test a game, so that an automatic test case of the game has strong portability, and further overcome the defects that a UI operation control can only be obtained based on an image recognition mode, an error of an actual result and a function related to operation playback in a battle are missing, and accuracy of the test is affected.
The technical scheme of the embodiment of the invention is realized as follows:
the embodiment of the invention provides a game testing method, which comprises the following steps:
starting a game testing process, responding to the game testing process, and triggering a recording playback sub-process;
recording different events executed by the virtual object in the target game in the virtual environment through the recording playback sub-process;
determining event parameters matched with the target game;
determining a data format matched with the recording and playback sub-process;
and testing the target game based on the event parameters and different events executed by the virtual object in the virtual environment recorded by the data format.
An embodiment of the present invention further provides a game testing apparatus, including:
the information processing module is used for starting a game testing process and responding to the game testing process to trigger a recording and playback subprocess;
the information processing module is used for recording different events executed by the virtual object in the target game in the virtual environment through the recording and playback sub-process;
the information processing module is used for determining event parameters matched with the target game;
determining a data format matched with the recording and playback sub-process;
and the testing module is used for testing the target game based on the event parameters and different events which are recorded by the data format and executed by the virtual object in the virtual environment.
In the above-mentioned scheme, the first step of the method,
the information processing module is used for calling a message blocking function in an operating system by using a scheduling function of a game testing engine through the recording and playback subprocess, and triggering different events executed in a virtual environment for a virtual object in the target game to start recording;
the information processing module is used for calling an event function matched with the virtual object in the virtual environment to execute different events in the running platform based on the running platform of the target game, and determining an object model for receiving the different events through a corresponding routing strategy;
and the information processing module is used for recording the effects of different events executed by the virtual object in the virtual environment through the object model function matched with the object model.
In the above-mentioned scheme, the first step of the method,
the information processing module is used for determining the type of the target game;
and the information processing module is used for determining an event type parameter, a trigger time parameter and an absolute coordinate parameter which are matched with the target game based on the type of the target game.
In the above-mentioned scheme, the first step of the method,
the information processing module is used for determining event type parameters matched with the target game when the type of the target game is a shooting game and the test platform comprises a control key, and comprises:
the game user presses the control key, lifts the control key and touches the mobile control key.
In the above scheme, the apparatus further comprises:
the display module is used for displaying a user interface, the user interface comprises a personal weighing view angle picture for observing the virtual environment by using a personal weighing view angle of a virtual object, and the virtual object holds a virtual prop;
the virtual prop function is matched with the type of the virtual object, and the user interface also comprises a game playback control component;
the display module is used for realizing interaction between the virtual object and different injury objects through the virtual prop;
and the display module is used for controlling the playback of the change of the corresponding virtual object in the display user interface in the game process through the game playback control component.
In the above-mentioned scheme, the first step of the method,
an injury control component is also included in the user interface;
and the display module is used for controlling the virtual prop to initiate interaction on a corresponding injury object in the display user interface through the injury control component.
In the above-mentioned scheme, the first step of the method,
the display module is used for controlling the virtual prop to attack a corresponding injury object in the display user interface by triggering the injury control component so as to realize that the virtual object in the display user interface attacks the injury object;
the display module is used for controlling the virtual prop to launch defense on a corresponding injury object in the display user interface through the trigger injury control component so as to realize that the virtual object in the display user interface defends attack launched by the injury object.
In the above-mentioned scheme, the first step of the method,
the display module is used for acquiring the item type of the virtual item;
the display module is used for obtaining a setting item corresponding to the property type, and the setting item is used for setting different attack modes of the virtual property.
In the above-mentioned scheme, the first step of the method,
the testing module is used for determining different events, which are executed in a virtual environment, of the virtual object recorded by the recording and playback sub-process through a game engine;
the testing module is used for calling corresponding processing functions through the game engine and determining object models for receiving the different events through corresponding routing strategies;
the test module is used for reproducing the effects of different events executed by the virtual object in the virtual environment through the object model function matched with the object model;
the testing module is used for testing the target game through the game engine based on the effects of different events executed by the virtual object in the virtual environment.
In the above-mentioned scheme, the first step of the method,
the testing module is used for generating a testing report of the target game based on the testing result of the target game;
and the testing module is used for sending the testing report to at least one preset address matched with the game engine based on the configuration information of the game engine.
An embodiment of the present invention further provides an electronic device, where the electronic device includes:
a memory for storing executable instructions;
and the processor is used for realizing the preorder game testing method when the executable instructions stored in the memory are operated.
An embodiment of the present invention further provides a computer-readable storage medium storing executable instructions, which when executed by a processor implement a pre-ordered game testing method.
The embodiment of the invention has the following beneficial effects:
the embodiment of the invention responds to the game testing process by starting the game testing process and triggering the recording playback sub-process; recording different events executed by the virtual object in the target game in the virtual environment through the recording playback sub-process; determining event parameters matched with the target game; determining a data format matched with the recording and playback sub-process; the target game is tested based on the event parameters and different events executed by the virtual object in the virtual environment, which are recorded through the data format, so that the game can be automatically tested, the automatic test case of the game has strong portability, and further, the defects that UI operation controls can be obtained only based on an image recognition mode, errors of actual results and related functions of operation playback in a battle are lacked, and the accuracy of the test is influenced are overcome.
Drawings
FIG. 1 is a schematic diagram of an environment for use in a game testing method according to an embodiment of the present invention;
FIG. 2 is a schematic diagram of a game testing apparatus according to an embodiment of the present invention;
FIG. 3 is an exemplary diagram of an integrated development environment for authoring automated test scripts for an auxiliary game;
FIG. 4 is a schematic flow chart of an alternative game testing method according to an embodiment of the present invention;
fig. 5 is a schematic diagram illustrating an optional game operation recording of the game testing method according to the embodiment of the present invention;
fig. 6 is a schematic diagram illustrating an optional game operation recording of the game testing method according to the embodiment of the present invention;
FIG. 7 is a schematic flow chart of an alternative game testing method according to an embodiment of the present invention;
FIG. 8 is a schematic flow chart of an alternative game testing method according to an embodiment of the present invention;
FIG. 9 is a schematic diagram illustrating an optional game operation playback of the game testing method according to the embodiment of the present invention;
FIG. 10 is a schematic diagram illustrating an optional game operation playback of the game testing method according to the embodiment of the present invention;
FIG. 11 is a schematic flow chart of an alternative game testing method according to an embodiment of the present invention;
FIG. 12 is a schematic diagram of a front end display of a game testing method according to an embodiment of the present invention;
FIG. 13 is a diagram illustrating a data storage format according to an embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the present invention clearer, the present invention will be further described in detail with reference to the accompanying drawings, the described embodiments should not be construed as limiting the present invention, and all other embodiments obtained by a person of ordinary skill in the art without creative efforts shall fall within the protection scope of the present invention.
In the following description, reference is made to "some embodiments" which describe a subset of all possible embodiments, but it is understood that "some embodiments" may be the same subset or different subsets of all possible embodiments, and may be combined with each other without conflict.
Before further detailed description of the embodiments of the present invention, terms and expressions mentioned in the embodiments of the present invention are explained, and the terms and expressions mentioned in the embodiments of the present invention are applied to the following explanations.
1) In response to the condition or state on which the performed operation depends, one or more of the performed operations may be in real-time or may have a set delay when the dependent condition or state is satisfied; there is no restriction on the order of execution of the operations performed unless otherwise specified.
2) Terminals, including but not limited to: the system comprises a common terminal and a special terminal, wherein the common terminal is in long connection and/or short connection with a sending channel, and the special terminal is in long connection with the sending channel.
3) The client, the carrier in the terminal implementing the specific function, such as mobile client (APP), is the carrier of the specific function in the mobile terminal, such as executing the function of paying for consumption or purchasing a financial product.
4) Virtual environment: is a virtual environment that is displayed (or provided) when an application is run on the terminal. The virtual environment may be a simulation environment of a real world, a semi-simulation semi-fictional three-dimensional environment, or a pure fictional three-dimensional environment. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, and the following embodiments illustrate the virtual environment as a three-dimensional virtual environment, but are not limited thereto. Optionally, the virtual environment is also used for virtual environment engagement between at least two virtual objects. Optionally, the virtual environment is also used for a virtual firearm fight between at least two virtual objects. Optionally, the virtual environment is further configured to engage a virtual firearm between at least two virtual objects within a target area, the target area being smaller over time in the virtual environment.
5) Virtual props: the virtual target is a virtual weapon which attacks by shooting bullets in a virtual environment, or a virtual bow and arrow which shoot a bow cluster and a virtual slingshot, and the virtual target can pick up the virtual firearm in the virtual environment and attack the virtual firearm obtained by picking up. Optionally, each virtual firearm may be provided with at least one slot, each slot for fitting at least one firearm accessory, such as: the HK416 or 95 type automatic rifle is generally provided with a muzzle slot position, a grip slot position, a cartridge clip slot position, a gunstock slot position and a sighting telescope slot position, wherein any one of a red dot sighting telescope, a holographic sighting telescope, a 2-time sighting telescope (for short, a 2-time telescope), a 4-time sighting telescope (for short, a 4-time telescope) and an 8-time sighting telescope (for short, an 8-time telescope) can be assembled on the sighting telescope slot position, and when a user holds the M416 automatic rifle and opens the telescope, the user can carry out amplification observation to a certain extent on a virtual environment according to the sighting telescope assembled by a firearm. Alternatively, the virtual object may be a user virtual object controlled by an operation on the client, an Artificial Intelligence (AI Artificial Intelligence) set in a virtual scene fight by training, or a Non-user virtual object (NPC Non-Player Character) set in a virtual scene interaction. Alternatively, the virtual object may be a virtual character playing a game in a virtual scene. Optionally, the number of virtual objects participating in the interaction in the virtual scene may be preset, or may be dynamically determined according to the number of clients participating in the interaction.
In the shooting game, for example, the user may control the virtual object to freely fall, glide, or open a parachute to fall in the sky of the virtual scene, to run, jump, crawl, bow to move ahead on land, or to swim, float, or dive in the sea, or the user may control the virtual object to move in the virtual scene by using a virtual vehicle, such as a virtual car, a virtual aircraft, or a virtual yacht, which is only exemplified in the above-mentioned scenes, but the present invention is not limited thereto. The user can also control the virtual object to interact with other virtual objects in the modes of fighting and the like through the virtual weapon, the virtual weapon can be a cold weapon or a hot weapon, and the type of the virtual weapon is not specifically limited by the invention.
The method provided by the invention can be applied to virtual reality application programs, three-dimensional map programs, military simulation programs, First-person shooter Games (FPS First-person shooting Games), multi-player on-line tactical sports Games (MOBA Multiplayer Online Battle Arena Games) and the like, and the following embodiments are exemplified by application in Games.
The game based on the virtual environment is often composed of one or more maps of game worlds, the virtual environment in the game simulates the scene of the real world, the user can control the virtual object in the game to perform actions of walking, running, jumping, shooting, fighting, driving, switching to use a virtual weapon, attacking other virtual objects by using the virtual weapon and the like in the virtual environment, the interactivity is strong, and a plurality of users can form a team on line to play a competitive game. When the user controls the virtual object to use the virtual weapon to attack the target virtual object, the user selects a proper virtual weapon to attack the virtual object according to the position of the target virtual object or the operation habit.
A First-person Shooting game (FPS) refers to a Shooting game that a user can perform from a First-person perspective, and a screen of a virtual environment in the game is a screen of observing the virtual environment from a perspective of a First virtual object. In the game, at least two virtual objects carry out a single-game fighting mode in a virtual environment, the virtual objects achieve the purpose of survival in the virtual environment by avoiding attacks initiated by other virtual objects and dangers (such as poison circle, marshland and the like) existing in the virtual environment, when the life value of the virtual objects in the virtual environment is zero, the life of the virtual objects in the virtual environment is ended, and finally the virtual objects which survive in the virtual environment are winners. Optionally, each client may control one or more virtual objects in the virtual environment, with the time when the first client joins the battle as a starting time and the time when the last client exits the battle as an ending time. Optionally, the competitive mode of the battle may include a single battle mode, a double group battle mode or a multi-person group battle mode, and the competitive mode is not limited in the embodiment of the present invention.
It should be understood that the game testing method provided by the invention can be applied to frame image-based interactive application programs, such as action-based games. Action-type games are a wide variety of game types. A game in which "action" is a main expression form of the game may be regarded as an action game, and action games include a "shooting game" and a "fighting game". A shooting game (STG) is one of action games. With a distinct action game feature because the character and object to be controlled are substantially in motion. But "shooting" itself is also a kind of action. In summary, there is no true shooting game because the shot takes an action to present its "shot". Therefore, a game that performs a shooting operation, whether it is a gun or a plane, can be called a shooting game. Fighting games (FTG). This type of game has obvious action game features and is also an important branch in action games. The frames are typically played by players who compete against each other in multiple two or more battles and win a win by defeating their opponents using combat techniques. Such games are often set by elaborate characters and invitations that are strongly required to achieve a fair competitive principle. Operations and micro-operations are important components in fighting games.
The game testing method provided by the present invention is described below by taking a virtual environment game test in the field of games as an example, wherein fig. 1 is a schematic diagram of a use environment of the game testing method according to the embodiment of the present invention; referring to fig. 1, a terminal (including a terminal 10-1 and a terminal 10-2) is provided with a corresponding client capable of executing a game testing function, where the client is the terminal (including the terminal 10-1 and the terminal 10-2) that obtains changes (e.g., game interfaces) of virtual objects in different virtual environments from a corresponding server 200 through a network 300 to browse, and performs a corresponding game test to ensure the quality of game development, the terminal is connected to the server 200 through the network 300, and the network 300 may be a wide area network or a local area network, or a combination of the two networks, and uses a wireless link to implement data transmission. It should be noted that, when conducting game testing, the terminal 10-1 and the terminal 10-2 may initialize an automatic testing environment of the game, for example, connect an automatic testing device of the game executing the method with a device on which the game to be tested runs, the device on which the game runs includes, but is not limited to, a mobile phone, a smart phone, a tablet, a laptop, a desktop, a game console, a vehicle-mounted device, a household appliance such as a television, a player, and any device capable of running the game. For example, for local testing of Android operating system based devices, the connection may be an Android test Bridge (Android Debug Bridge) connection. This step may be triggered based on an external command sent manually or automatically. It is not excluded that the device on which the game to be tested is running has a test environment for test normalization or other reasons, and this step can be omitted. Even this step can be designed into an automated test case for the game.
To explain the structure of the game testing device in the embodiment of the present invention in detail, the game testing device may be implemented in various forms, such as a dedicated terminal with a processing function of the game testing device, or an electronic device (a mobile phone or a tablet computer) with a processing function of the game testing device, for example, the terminal 10-1 or the terminal 10-2 in the foregoing fig. 1. Fig. 2 is a schematic diagram of a composition structure of a game testing device according to an embodiment of the present invention, and it is understood that fig. 2 only shows an exemplary structure of the game testing device, and not a whole structure thereof, and a part of or the whole structure shown in fig. 2 may be implemented as needed.
The game testing device provided by the embodiment of the invention comprises: at least one processor 201, memory 202, user interface 203, and at least one network interface 204. The various components in the game testing apparatus are coupled together by a bus system 205. It will be appreciated that the bus system 205 is used to enable communications among the components. The bus system 205 includes a power bus, a control bus, and a status signal bus in addition to a data bus. For clarity of illustration, however, the various buses are labeled as bus system 205 in fig. 2.
The user interface 203 may include, among other things, a display, a keyboard, a mouse, a trackball, a click wheel, a key, a button, a touch pad, or a touch screen.
It will be appreciated that the memory 202 can be either volatile memory or nonvolatile memory, and can include both volatile and nonvolatile memory. The memory 202 in embodiments of the present invention is capable of storing data to support operation of the terminal (e.g., 10-1). Examples of such data include: any computer program, such as an operating system and application programs, for operating on a terminal (e.g., 10-1). The operating system includes various system programs, such as a framework layer, a core library layer, a driver layer, and the like, and is used for implementing various basic services and processing hardware-based tasks. The application program may include various application programs.
In some embodiments, the game testing apparatus provided in the embodiments of the present invention may be implemented by a combination of hardware and software, and for example, the game testing apparatus provided in the embodiments of the present invention may be a processor in the form of a hardware decoding processor, which is programmed to execute the game testing method provided in the embodiments of the present invention. For example, a processor in the form of a hardware decode processor may employ one or more Application Specific Integrated circuits (asics), DSPs, Programmable Logic Devices (PLDs), Complex Programmable Logic Devices (CPLDs), Field-Programmable Gate arrays (FPGAs), or other electronic components.
As an example of the game testing apparatus provided by the embodiment of the present invention implemented by combining software and hardware, the game testing apparatus provided by the embodiment of the present invention may be directly embodied as a combination of software modules executed by the processor 201, where the software modules may be located in a storage medium located in the memory 202, and the processor 201 reads executable instructions included in the software modules in the memory 202, and completes the game testing method provided by the embodiment of the present invention in combination with necessary hardware (for example, including the processor 201 and other components connected to the bus 205).
By way of example, the Processor 201 may be an integrated circuit chip having Signal processing capabilities, such as a general purpose Processor, a Digital Signal Processor (DSP), or other programmable logic device, discrete gate or transistor logic, discrete hardware components, or the like, wherein the general purpose Processor may be a microprocessor or any conventional Processor or the like.
As an example of the game testing apparatus provided by the embodiment of the present invention implemented by hardware, the apparatus provided by the embodiment of the present invention may be implemented by directly using the processor 201 in the form of a hardware decoding processor, for example, by one or more Application Specific Integrated Circuits (ASICs), DSPs, Programmable Logic Devices (PLDs), Complex Programmable Logic Devices (CPLDs), Field Programmable Gate Arrays (FPGAs), or other electronic components, to implement the game testing method provided by the embodiment of the present invention.
The memory 202 in embodiments of the present invention is used to store various types of data to support the operation of the game testing apparatus. Examples of such data include: any executable instructions for operating on a game testing device, such as executable instructions, a program implementing the slave game testing method of an embodiment of the present invention may be embodied in the executable instructions.
In other embodiments, the game testing apparatus provided by the embodiments of the present invention may be implemented in software, and fig. 2 shows the game testing apparatus stored in the memory 202, which may be software in the form of programs, plug-ins, and the like, and includes a series of modules, and as examples of the programs stored in the memory 202, the game testing apparatus may include the following software modules: an information processing module 2081 and a test module 2082. When the software modules in the game testing apparatus are read into the RAM by the processor 201 and executed, the game testing method provided by the embodiment of the present invention is implemented, where the functions of each software module in the game testing apparatus include:
the information processing module 2081 is used for starting a game testing process and triggering a recording and playback sub-process in response to the game testing process.
The information processing module 2081 is configured to record, through the recording and playback sub-process, different events executed in a virtual environment by a virtual object in the target game.
The information processing module 2081 is used for determining the event parameters matched with the target game.
The information processing module 2081 is configured to determine a data format matched with the recording and playback sub-process.
A testing module 2082, configured to test the target game based on the event parameters and different events executed by the virtual object in the virtual environment, which are recorded by the data format.
According to the electronic device shown in fig. 2, in one aspect of the present application, the present application also provides a computer program product or a computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the different embodiments and the combination of the embodiments provided in the various alternative implementations of the game testing method.
The game testing method provided by the embodiment of the invention is described with reference to the electronic device shown in fig. 2, before the game testing method provided by the invention is described, firstly, the defects of the related technologies are described, and with the requirement that the user has higher and higher exquisite degree on the hand-game picture, more and more hand-game products developed by relying on the illusion Engine 4 with strong picture advantages, namely the Unreal Engine 4, are provided. In order to ensure the performance of the game, game production companies need to invest a large amount of resources in the development process of the game to execute relevant game tests. Such as load testing, power consumption testing, smoke tests for different versions, memory monitoring, and crash tests for specific scenarios, etc., to continually detect and optimize game performance through various types of game testing.
In order to ensure high quality and high efficiency of game testing, many game automation testing tools are produced on the market, such as an automation testing tool Airtest and an automation testing tool GAutomator, which can provide an automation testing frame of a game for a tester to complete part of game testing contents. Referring to fig. 3, fig. 3 is an exemplary diagram of an integrated development environment for writing an automated test script of an auxiliary game, which is an integrated development environment attached to a game automated test framework Airtest. The main interface of the environment is roughly divided into three columns, the upper half part of the left column displays a common operation shortcut menu, and the common operation shortcut menu can be called when a test script is written. The lower half of the left column is used to display the tree structure of the user interface of the test object. The top half of the middle column shows a test script editing area where test developers can enter written scripts. The off-duty part of the middle column is the log output area. The right column displays the user interface of the test subject. And provide some menus and icons for normal operations (e.g., new, open, save, run, stop running, and view reports) over the entire main interface.
The existing game automation test scheme has the following problems. 1) The automatic test case of the design game needs the tester to compile the test code, has higher requirement to the tester, needs the tester to have certain programming basis, otherwise can't be competent in the work of compiling the automatic test case of the game. Furthermore, because the automatic test case of the game is compiled by codes, a tester with a certain programming basis is needed to maintain the automatic test case in the later period, and the maintenance difficulty and the use cost are increased.
2) For the illusion engine, the UI operation control can be obtained only based on an image recognition mode, a certain error may exist in an actual result, and meanwhile, the existing scheme is an automatic test based on the UI, related functions of operation playback in a battle are lacked, and the accuracy of the test is affected due to the fact that the test is incomplete.
3) The automatic test case of the game is different from the common automatic test case, and has higher dependence on a test framework, for example, an automatic test script of the game written based on an Airtest automatic test framework cannot run compatibly under an unknown Engine 4 automatic test framework. If the test frame is replaced after the automatic test case of the game is compiled, the original automatic test script needs to be rewritten in a large quantity.
In order to solve the above problem, referring to fig. 4, fig. 4 is an optional flowchart of a game testing method provided by the embodiment of the present invention, and it can be understood that the steps shown in fig. 4 can be executed by various electronic devices running a game testing apparatus, for example, various game devices with a game testing apparatus, wherein a dedicated terminal with a game testing apparatus can be packaged in the terminal 101-1 shown in fig. 1 to execute corresponding software modules in the game testing apparatus shown in the previous fig. 2. The following is a description of the steps shown in fig. 3.
Step 401: the game testing device starts a game testing process and responds to the game testing process to trigger a recording playback sub-process.
Step 402: and the game testing device records different events executed by the virtual object in the target game in the virtual environment through the recording and playback sub-process.
In some embodiments of the present invention, recording different events performed by the virtual object in the target game in the virtual environment through the recording playback sub-process may be implemented by:
calling a message blocking function in an operating system by using a scheduling function of a game testing engine through the recording playback subprocess, and triggering different events executed in a virtual environment for a virtual object in the target game to start recording; based on the running platform of the target game, calling an event function matched with the virtual object to execute different events in the virtual environment in the running platform, and determining an object model for receiving the different events through a corresponding routing strategy; and recording the effects of different events executed by the virtual object in the virtual environment through the object model function matched with the object model. Referring to fig. 5 and 6, fig. 5 is a schematic diagram illustrating an optional game operation recording of the game testing method provided by the embodiment of the present invention, fig. 6 is a schematic diagram illustrating an optional game operation recording of the game testing method provided by the embodiment of the present invention, and as shown in fig. 5, a recording panel is opened during game operation. The recording is started by clicking, then the normal game operation is carried out, then as shown in fig. 6, the recording is ended by clicking, and the operation from the beginning to the end is recorded as a local file. Meanwhile, referring to fig. 7 and 8 in the back-end processing process, fig. 7 is an optional flow chart of the game testing method provided by the embodiment of the invention; specifically, as shown in fig. 7, the mechanism for handling the splate event in windows includes:
step 701: the present event is first obtained by the FWindows Platform application misc, Pump Messages, called by the tick function of the engine.
Step 702: according to platform differentiation, the event is processed by platform application, the event type is distinguished, and a specific processing function is called
Step 703: and the slave Application dispatches the event type to a specific event processing function, and finds the Swidget object receiving the event according to the route strategy.
Step 704: and calling a Swidget processing function, and triggering the entrusted callback of the key or dragging click and other visual expression effects.
Step 403: the game testing device determines event parameters matching the target game.
In some embodiments of the present invention, determining the event parameters matching the target game may be accomplished by:
determining a type of the target game; and determining an event type parameter, a trigger time parameter and an absolute coordinate parameter which are matched with the target game based on the type of the target game. Specifically, when the type of the target game is a shooting game and the testing platform comprises a control key, determining the event type parameter matched with the target game comprises: the game user presses the control key, lifts the control key and touches the mobile control key. Fig. 8 is a schematic diagram illustrating an optional flow of the game testing method according to the embodiment of the present invention, and as shown in fig. 8, since the logic and flow above the FSlate Application are related to the difference of the platform, it is considered that recording and playback of events need to be implemented at the FSlate Application level. Recording the recording state and the starting time of the starting mark, recording the event type, the absolute coordinate and the time after the FSlate Application receives the event, recording the state of the ending modification mark, and storing the recorded information in a local file.
Step 404: and the game testing device determines the data format matched with the recording and playback sub-process.
Step 405: the game testing device tests the target game based on the event parameters and different events executed by the virtual objects in the virtual environment recorded by the data format.
In some embodiments of the present invention, the testing of the target game based on the event parameters and the different events performed by the virtual objects in the virtual environment recorded by the data format may be implemented by:
determining, by the game engine, different events performed in the virtual environment by the virtual object recorded by the recorded playback sub-process; calling corresponding processing functions through the game engine and determining object models for receiving the different events through corresponding routing strategies; reproducing the effects of different events executed by the virtual object in the virtual environment through the object model function matched with the object model; testing, by the game engine, the target game based on effects of different events performed by the virtual object in a virtual environment. When the playback is started, the front end displays reference to fig. 9 and fig. 10, fig. 9 is an optional game operation playback schematic diagram of the game testing method provided by the embodiment of the present invention, fig. 10 is an optional game operation playback schematic diagram of the game testing method provided by the embodiment of the present invention, a recording panel may be opened, a recording storage item is selected in a pull-down box, an interface at the time of starting recording before is entered, and the playback is started by clicking. The previous operation is repeated. Fig. 11 is a schematic diagram of an optional process of the game testing method according to the embodiment of the present invention, referring to the back-end processing in fig. 11, where the playback logic takes over the dispatch of the FSlate Application event from the Auto TestMgr, calls an event processing function, and then the route searches for the widget and the processing logic flow inside the widget remains unchanged.
The following describes a game testing method provided by the present application, taking a test of a Shooting game (for example, PUBG Mobile game) by the ghost engine 4 as an example, wherein a First-person Shooting game (FPS First-person Shooting) is an example, and the game testing method provided by the present invention is described, wherein fig. 12 is a schematic front-end display diagram of the game testing method according to the embodiment of the present invention. In some shooting games at a mobile terminal, referring to fig. 12, a user can control a virtual gun held by a virtual object to shoot in a game scene provided by game match, and the virtual object of an enemy is killed, so as to win the game match. In the front-end schematic diagram shown in fig. 12, a user interface may be displayed, where the user interface includes a person-name view screen for observing the virtual environment from a person-name view of a virtual object, and the virtual object holds a virtual item; the virtual prop function is matched with the type of the virtual object, and the user interface also comprises a game playback control component; the virtual object interacts with different injury objects through the virtual prop; and controlling the playback of the change of the corresponding virtual object in the display user interface in the game process through the game playback control component. The replay process can be used for meeting the requirement that game players share a game single game, assisting the reproduction of a client program in the test process, facilitating the check of a user, facilitating the performance test of a developer on the game, positioning bugs in the game and the like.
In some embodiments of the present invention, the injury control component is triggered to control the virtual prop to attack a corresponding injury object in the display user interface, so as to enable the virtual object in the display user interface to attack the injury object; or, the virtual prop is controlled to launch defense on a corresponding injury object in the display user interface through the trigger injury control component, so that the virtual object in the display user interface defends the attack launched by the injury object.
In some embodiments of the invention, the virtual object may also be a digitized object operable by the computer device, such as a virtual character in a game scene. The controlled virtual object refers to a virtual object that can be operated by the current end user. The virtual interactive scene is a scene which is provided for a virtual object and can be interacted, and can be a two-dimensional interactive scene or a three-dimensional interactive scene. For example, an environment is provided for two parties to play against each other in a game. The interactive instruction is used for controlling the controlled virtual object to execute corresponding action. The generation of the interactive instruction can be generated by receiving the click operation of a keyboard or a mouse, or by detecting the sliding or click operation of a touch screen, and can be adjusted according to different game use environments, and certainly for the same game process, a matched interactive instruction generation mode (an interactive instruction is sent out through a control component of the touch screen or an interactive instruction is sent out through an external device of a terminal) can be selected according to the use habits of a user, wherein the interactive instruction is the interactive operation initiated by the user through an input device and is used for controlling a controlled virtual object to execute corresponding actions. The input device may be a touch layer covered on a display screen, a key, a track ball or a touch pad arranged on a casing of the computer device, or an external keyboard, a touch pad or a mouse. That is to say, the initiation of the interactive instruction may be an operation initiated by the user through the keyboard, an interactive operation triggered by a click operation of the touch screen, or an interactive operation triggered by other manners, and the operation of the interactive instruction is not limited here. The interactive action refers to an action which is controlled to be executed by the controlled virtual object and corresponds to the skill identification. The skill identification is used to uniquely identify a skill, and each skill corresponds to a corresponding performance action. And recording the effects of different events executed by the virtual object in the virtual environment through the object model function matched with the object model, thereby recording each operation of the user in the game process.
In some embodiments of the present invention, the interactive instruction may also be generated by detecting a gesture of the user, for example, in a three-dimensional interactive scene, the interactive instruction may be generated according to a given gesture of the user. Skill identification is used to uniquely identify a skill. Many skills are often available in a game scenario, including attack skills and avoidance skills, each of which corresponds to a skill identification. The interactive instruction refers to interactive operation initiated by a user and is used for controlling the controlled virtual object to execute corresponding interactive action. The interaction comprises attack interaction, evasion interaction and the like, wherein the attack can be divided into short-distance attack and long-distance attack. In the process, the operation on the virtual object is relatively single, mainly involving click and drag operations, and the drag is also related to the press-and-lift time interval and the position difference through the key click type including press trigger, lift trigger, press lift, precise click and the like. Therefore, the operation of the recorded and played players is divided into three types of pressing, lifting and touch movement on the slateApplication level, the operation modes of all players in the hall can be covered, the subsequent trigger logic is consistent with the original logic, and the event dispatching processing in the assembly is called.
Referring to fig. 13, fig. 13 is a schematic diagram of a data storage format according to an embodiment of the present invention, where the data storage format is: { "1591437993" { "1" { "type":2, "time":0.0, ", pos": 1111.0,202.0 }, "2" { "type":1, "t ime":115.78245544434, "pos": 1084.0,201.0 } }.
Through the game testing method and combination shown in the preceding embodiments, different events executed in the virtual environment by the virtual object recorded by the recording and playback sub-process are determined through a game engine, and a single event (event) includes three parts of type (type), triggering time (time) and absolute coordinate (pos): the types of the device are divided into three types, namely pressing, lifting and moving; triggering time to record time difference from the beginning of recording to the occurrence of an event, wherein the unit is millisecond, and the precision can reach nanosecond level; absolute coordinates record the location where an event occurred on a particular device. A complete record takes the timestamp generated by the record as a key value, and the record comprises a plurality of events. The effects of different events executed by the virtual object in the virtual environment are reproduced, so that the screen coordinates can be normally converted into in-game coordinates, the sliding distance can be accurately acquired, and the automatic test of the game can be realized.
Further, a test report of the target game can be generated based on the test result of the target game; and sending the test report to at least one preset address matched with the game engine based on the configuration information of the game engine. Wherein the generated game test report may include: the description information of the target game, the test start and end time, each event and the corresponding operation result may further include: the problems of game flash back, game crash, game screen flash and the like are solved, so that developers can repair game bugs in time.
Therefore, the professional requirements on personnel compiling or maintaining the automatic test cases are low, the compiling threshold of the automatic test cases is greatly reduced, the task of compiling the automatic test cases can be completed by testers without programming bases, and the compiling efficiency of the automatic test cases of the games is greatly improved. Meanwhile, the configuration file is simpler and more visual than the automatic test script, so that the later maintenance efficiency of the automatic test case is improved. Alternatively or additionally, the automatic test case of the game and the test frame can be isolated, after the automatic test case of the game is compiled, the original automatic test case of the game is not required to be modified when the automatic test frame is replaced, the decoupling of the automatic test case of the game and the test frame is realized, the automatic test case of the game has stronger transportability, and further, the defects that the UI operation control can be obtained only based on an image recognition mode in the related technology, the error of an actual result and the related function of operation playback in a battle are lacked, and the accuracy of the test is influenced are overcome.
The beneficial technical effects are as follows:
the invention responds to the game testing process by starting the game testing process and triggering a recording playback sub-process; recording different events executed by the virtual object in the target game in the virtual environment through the recording playback sub-process; determining event parameters matched with the target game; determining a data format matched with the recording and playback sub-process; the target game is tested based on the event parameters and different events executed by the virtual object in the virtual environment, which are recorded through the data format, so that the game can be automatically tested, the automatic test case of the game has strong portability, and further, the defects that UI operation controls can be obtained only based on an image recognition mode, errors of actual results and related functions of operation playback in a battle are lacked, and the accuracy of the test is influenced are overcome.
The above description is only exemplary of the present invention and should not be taken as limiting the scope of the present invention, and any modifications, equivalents, improvements, etc. made within the spirit and principle of the present invention should be included in the scope of the present invention.

Claims (15)

1. A game testing method, the method comprising:
starting a game testing process, responding to the game testing process, and triggering a recording playback sub-process;
recording different events executed by the virtual object in the target game in the virtual environment through the recording playback sub-process;
determining event parameters matched with the target game;
determining a data format matched with the recording and playback sub-process;
and testing the target game based on the event parameters and different events executed by the virtual object in the virtual environment recorded by the data format.
2. The method of claim 1, wherein recording, by the recorded playback sub-process, different events performed in a virtual environment by a virtual object in a target game comprises:
calling a message blocking function in an operating system by using a scheduling function of a game testing engine through the recording playback subprocess, and triggering different events executed in a virtual environment for a virtual object in the target game to start recording;
based on the running platform of the target game, calling an event function matched with the virtual object to execute different events in the virtual environment in the running platform, and determining an object model for receiving the different events through a corresponding routing strategy;
and recording the effects of different events executed by the virtual object in the virtual environment through the object model function matched with the object model.
3. The method of claim 1, wherein determining event parameters that match the target game comprises:
determining a type of the target game;
and determining an event type parameter, a trigger time parameter and an absolute coordinate parameter which are matched with the target game based on the type of the target game.
4. The method of claim 3, further comprising:
when the type of the target game is a shooting game and the test platform comprises a control key, determining event type parameters matched with the target game comprises the following steps:
the game user presses the control key, lifts the control key and touches the mobile control key.
5. The method of claim 1, further comprising:
displaying a user interface, wherein the user interface comprises a person name visual angle picture for observing the virtual environment by using a person name visual angle of a virtual object, and the virtual object holds a virtual prop;
the virtual prop function is matched with the type of the virtual object, and the user interface also comprises a game playback control component;
the virtual object interacts with different injury objects through the virtual prop;
and controlling the playback of the change of the corresponding virtual object in the display user interface in the game process through the game playback control component.
6. The method of claim 5, further comprising:
an injury control component is also included in the user interface;
and controlling the virtual prop to initiate interaction on a corresponding injury object in the display user interface through the injury control component.
7. The method of claim 6, wherein said controlling, by the injury control component, the virtual prop to initiate an interaction with a corresponding injury object in the displayed user interface comprises:
controlling the virtual prop to attack a corresponding injury object in the display user interface by triggering the injury control component so as to realize that the virtual object in the display user interface attacks the injury object; alternatively, the first and second electrodes may be,
and controlling the virtual prop to launch defense to a corresponding injury object in the display user interface through the trigger injury control assembly so as to realize that the virtual object in the display user interface defends the attack launched by the injury object.
8. The method of claim 6, further comprising:
acquiring the property category of the virtual property;
and acquiring a setting item corresponding to the property category, wherein the setting item is used for setting different attack modes of the virtual property.
9. The method of claim 1, wherein the testing the target game based on the event parameters and the different events performed by the virtual objects in the virtual environment recorded by the data format comprises:
determining, by the game engine, different events performed in the virtual environment by the virtual object recorded by the recorded playback sub-process;
calling corresponding processing functions through the game engine and determining object models for receiving the different events through corresponding routing strategies;
reproducing the effects of different events executed by the virtual object in the virtual environment through the object model function matched with the object model;
testing, by the game engine, the target game based on effects of different events performed by the virtual object in a virtual environment.
10. The method of claim 1, further comprising:
generating a test report of the target game based on the test result of the target game;
and sending the test report to at least one preset address matched with the game engine based on the configuration information of the game engine.
11. A game testing apparatus, the apparatus comprising:
the information processing module is used for starting a game testing process and responding to the game testing process to trigger a recording and playback subprocess;
the information processing module is used for recording different events executed by the virtual object in the target game in the virtual environment through the recording and playback sub-process;
the information processing module is used for determining event parameters matched with the target game;
the information processing module is used for determining a data format matched with the recording and playback sub-process;
and the testing module is used for testing the target game based on the event parameters and different events which are recorded by the data format and executed by the virtual object in the virtual environment.
12. The apparatus of claim 11,
the information processing module is used for calling a message blocking function in an operating system by using a scheduling function of a game testing engine through the recording and playback subprocess, and triggering different events executed in a virtual environment for a virtual object in the target game to start recording;
the information processing module is used for calling an event function matched with the virtual object in the virtual environment to execute different events in the running platform based on the running platform of the target game, and determining an object model for receiving the different events through a corresponding routing strategy;
and the information processing module is used for recording the effects of different events executed by the virtual object in the virtual environment through the object model function matched with the object model.
13. The apparatus of claim 11,
the information processing module is used for determining the type of the target game;
and the information processing module is used for determining an event type parameter, a trigger time parameter and an absolute coordinate parameter which are matched with the target game based on the type of the target game.
14. An electronic device, characterized in that the electronic device comprises:
a memory for storing executable instructions;
a processor for implementing the game testing method of any one of claims 1 to 10 when executing the executable instructions stored in the memory.
15. A computer readable storage medium storing executable instructions, wherein the executable instructions when executed by a processor implement the game testing method of any one of claims 1 to 10.
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