CN112346992A - Game testing method, device, system, electronic equipment and storage medium - Google Patents

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

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Publication number
CN112346992A
CN112346992A CN202011368233.9A CN202011368233A CN112346992A CN 112346992 A CN112346992 A CN 112346992A CN 202011368233 A CN202011368233 A CN 202011368233A CN 112346992 A CN112346992 A CN 112346992A
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Prior art keywords
game
test
performance data
testing
server
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刘明
杨映宝
范靖宇
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Chengdu Perfect Tianzhiyou Technology Co ltd
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Chengdu Perfect Tianzhiyou Technology 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
    • G06F11/3684Test management for test design, e.g. generating new test cases
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/73Authorising game programs or game devices, e.g. checking authenticity

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  • Theoretical Computer Science (AREA)
  • Multimedia (AREA)
  • Computer Security & Cryptography (AREA)
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  • General Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • Quality & Reliability (AREA)
  • Software Systems (AREA)
  • Business, Economics & Management (AREA)
  • General Business, Economics & Management (AREA)
  • Computer Hardware Design (AREA)
  • Debugging And Monitoring (AREA)

Abstract

The embodiment of the invention relates to a game testing method, a device, a system, electronic equipment and a storage medium, comprising the following steps: when receiving a test task, the test server executes the test case to send a game instruction to at least one game client, wherein the game instruction carries a first performance acquisition strategy of a test scene corresponding to the test case; the game client executes the game instruction, and collects game performance data based on the first performance collection strategy in the process of executing the game instruction; and the game client sends the game performance data to the test server under the condition that the collected game performance data exists. Therefore, different game performance data can be collected in a targeted manner according to different test scenes, and the significance and the accuracy of the collected game performance data are improved.

Description

Game testing method, device, system, electronic equipment and storage medium
Technical Field
The embodiment of the invention relates to the technical field of software testing, in particular to a game testing method, a game testing device, a game testing system, electronic equipment and a storage medium.
Background
With the development of the internet, games become important items for people to play daily. The game performance directly affects the game experience of the player, and the poor game performance is likely to cause the loss of the game player and further cause the loss of the game operation.
In the prior art, the following schemes are commonly used for game testing: the game client collects game performance data such as CPU utilization rate, FPS, memory utilization rate and the like when running, and stores the collected game performance data locally after collecting the game performance data, and uploads the locally stored game performance data to the server when a set uploading time is up.
Therefore, in the prior art, the game testing mode of the game client is inflexible, the collected content is fixed, and the game client stores the collected game performance data locally and occupies local memory resources, so that the accuracy of the game performance data collected by the game client is influenced.
Disclosure of Invention
In view of this, embodiments of the present invention provide a game testing method, apparatus, system, electronic device, and storage medium, in order to solve the technical problems in the prior art that the accuracy of collected game performance data is low, the game testing mode is inflexible, and the collected content is fixed.
In a first aspect, an embodiment of the present invention provides a game testing method, which is applied to a game testing system, where the game testing system includes a testing server and at least one game client, and multiple test cases for different testing scenarios are configured on the testing server, where the different testing scenarios correspond to different testing function points and different performance acquisition strategies; the method comprises the following steps:
when the test server receives a test task, the test case is executed to send a game instruction to at least one game client, and the game instruction carries a first performance acquisition strategy of a test scene corresponding to the test case;
the game client executes the game instruction, and collects game performance data based on the first performance collection strategy in the process of executing the game instruction;
and the game client sends the game performance data to the test server under the condition that the collected game performance data exists.
In one possible embodiment, the method further comprises:
the test server, when configured to initiate automated test management services, triggers a test task according to the configured test policy.
In one possible embodiment, the executing, by the test server, the test case to send a game instruction to at least one game client includes:
the testing server determines a target game client from at least one game client, and the testing function point of the target game client is matched with the testing task;
and the test server executes the test case to send a game instruction to the target game client.
In one possible embodiment, the executing, by the test server, the test case includes:
the test server determines a target test case according to the task information of the test task and executes the target test case; or,
and the test server executes each test case in turn.
In one possible embodiment, the sending, by the game client, the game performance data to the test server in the presence of the collected game performance data includes:
the game client stores the game performance data into an appointed message queue after acquiring the game performance data, monitors the appointed message queue, and sends the game performance data in the appointed message queue to the test server when monitoring that the game performance data is stored in the appointed message queue.
In one possible embodiment, the game client sending the game performance data to the testing server includes:
the game client encrypts the game performance data;
and sending the encrypted game performance data to the test server.
In one possible embodiment, the method further comprises:
the test server decrypts the received game performance data;
carrying out format conversion on the decrypted game performance data;
loading a preset game performance report template, and filling the game performance data after format conversion into a corresponding data filling area in the game performance report template to generate a game performance report;
and displaying the game performance report through a visual interface.
In one possible embodiment, the game performance data includes: system performance data, game engine performance data.
In a second aspect, an embodiment of the present invention provides a game testing method, which is applied to a test server in a game testing system, where the test server is configured with a plurality of test cases for different test scenarios, where the different test scenarios correspond to different test function points and different performance acquisition strategies; the game testing system also comprises at least one game client, and the method comprises the following steps:
when a test task is received, executing the test case to send a game instruction to at least one game client so as to enable the game client to execute the game instruction, acquiring game performance data based on a first performance acquisition strategy carried by the game instruction in the process of executing the game instruction, and sending the game performance data to the test server under the condition that the acquired game performance data exists;
and receiving the game performance data sent by at least one game client.
In one possible embodiment, the method further comprises:
in the case of being configured to launch an automated test management service, a test task is triggered according to the configured test policy.
In one possible embodiment, the executing the test case to send a game instruction to at least one game client includes:
determining a target game client from at least one game client, wherein the testing function point of the target game client is matched with the testing task;
and executing the test case to send a game instruction to the target game client.
In one possible embodiment, the executing the test case includes:
determining a target test case according to the task information of the test task, and executing the target test case; or,
and executing each test case in turn.
In one possible embodiment, the method further comprises:
decrypting the received game performance data;
carrying out format conversion on the decrypted game performance data;
loading a preset game performance report template, and filling the game performance data after format conversion into a corresponding data filling area in the game performance report template to generate a game performance report;
and displaying the game performance report through a visual interface.
In one possible embodiment, the game performance data includes: system performance data, game engine performance data.
In a third aspect, an embodiment of the present invention provides a game testing method, which is applied to a game client in a game testing system; the game testing system also comprises a testing server, and the method comprises the following steps:
receiving a game instruction sent by the test server;
executing the game instruction, and acquiring game performance data based on the first performance acquisition strategy in the process of executing the game instruction;
and under the condition that the collected game performance data exists, sending the game performance data to the test server.
In one possible embodiment, the sending the game performance data to the testing server in the presence of the collected game performance data includes:
after game performance data are collected, storing the game performance data into a specified message queue, and monitoring the specified message queue;
and when monitoring that the game performance data are stored in the specified message queue, sending the game performance data in the specified message queue to the test server.
In one possible embodiment, the sending the game performance data to the testing server includes:
encrypting the game performance data;
and sending the encrypted game performance data to the test server.
In one possible embodiment, the game performance data includes: system performance data, game engine performance data.
In a fourth aspect, an embodiment of the present invention provides a game testing system, where the game testing system includes a testing server, at least one game client;
the test server is provided with a plurality of test cases aiming at different test scenes, wherein the different test scenes correspond to different test function points and different performance acquisition strategies and are used for executing the game test method in any one of the second aspect;
the game client is used for executing the game testing method of any one of the third aspect.
In a fifth aspect, an embodiment of the present invention provides a game testing apparatus, which is applied to a test server in a game testing system, where the test server is configured with a plurality of test cases for different test scenarios, where the different test scenarios correspond to different test function points and different performance acquisition strategies; the game testing system also comprises at least one game client, and the device comprises:
the testing module is used for executing the test case to send a game instruction to at least one game client when a testing task is received, so that the game client executes the game instruction, acquiring game performance data based on a first performance acquisition strategy carried by the game instruction in the process of executing the game instruction, and sending the game performance data to the testing server under the condition that the acquired game performance data exists;
and the data receiving module is used for receiving the game performance data sent by at least one game client.
In a sixth aspect, an embodiment of the present invention provides a game testing apparatus, which is applied to a game client in a game testing system; the game testing system further comprises a testing server, and the device comprises:
the instruction receiving module is used for receiving the game instruction sent by the test server;
the instruction execution module is used for executing the game instruction;
the data acquisition module is used for acquiring game performance data based on the first performance acquisition strategy in the process of executing the game instruction;
and the data sending module is used for sending the game performance data to the test server under the condition that the collected game performance data exists.
In a seventh aspect, an embodiment of the present invention provides an electronic device, including: a processor and a memory, the processor being configured to execute a game testing program stored in the memory to implement the game testing method of any one of the second aspect or the third aspect.
In an eighth aspect, an embodiment of the present invention provides a storage medium, where the storage medium stores one or more programs, and the one or more programs are executable by one or more processors to implement the game testing method according to any one of the second aspect or the third aspect.
According to the technical scheme provided by the embodiment of the invention, a plurality of test cases aiming at different test scenes are configured on the test server, and the different test scenes correspond to different test function points and different performance acquisition strategies; the game client sends the game performance data to the test server under the condition that the collected game performance data exists, so that the game client can send the collected game performance data to the test server in real time.
Drawings
FIG. 1 is a system architecture diagram of a game testing system according to an embodiment of the present invention;
FIG. 2 is a flow chart of an embodiment of a game testing method according to an embodiment of the present invention;
FIG. 3 is a flow chart illustrating an embodiment of another game testing method according to an embodiment of the present invention;
FIG. 4 is a block diagram of an embodiment of a game testing device according to the present invention;
FIG. 5 is a block diagram of an embodiment of a game testing device according to the present invention;
fig. 6 is a schematic structural diagram of an electronic device according to an embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are some, but not all, embodiments of the present invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
Referring to fig. 1, a system architecture diagram of a game testing system according to an embodiment of the present invention is shown.
As shown in FIG. 1, the game testing system 100 includes a testing server 101 and game clients 102 to 103, wherein the testing server 101 is in communication connection with the game clients 102 to 103.
In practice, the test server 101 may be a single server or a server cluster composed of a plurality of servers, and only a single server is illustrated in fig. 1.
The game clients 102 to 103 may support various electronic devices with display screens, including but not limited to smart phones, tablet computers, laptop portable computers, desktop computers, and the like, and fig. 1 only illustrates a smart phone, and further, the electronic devices are installed with game software, so that the game clients can be realized. Optionally, one or more game software may be installed on one electronic device, which is not limited in this respect.
It will be appreciated that the number of devices in figure 1 is merely illustrative. The game testing system 100 may include any number of devices according to actual needs, and is not limited to the 1 test server and 2 game clients illustrated in FIG. 1.
The game testing method provided by the present invention is described in the following with reference to the accompanying drawings by specific embodiments, which are not to be construed as limiting the embodiments of the present invention.
Referring to fig. 2, a flowchart of an embodiment of a game testing method according to an embodiment of the present invention is shown. As shown in fig. 2, the process may include the following steps:
step 201, when receiving the test task, the test server executes the test case to send a game instruction to at least one game client.
As one embodiment, the test server 101 is configured with automated test management services thereon. In practice, if the test server 101 is configured to close the automated test management service, the test server 101 may be manually controlled by a tester to perform a test, that is, the tester issues a test task to the test server; if the test server 101 is configured to start the automated test management service, the test server 101 may perform an automated test according to the configured test policy, that is, the test server may automatically trigger a test task according to the configured test policy when configured to start the automated test management server.
The description of the test strategy includes but is not limited to: test time, test goals, test environment, etc. Wherein, the test time refers to the time point at which the test task is executed; a test target is also a test function point; the test environment is a generic term for computer hardware, software, network devices, historical data, etc. necessary to perform software testing.
As an optional implementation manner, the configurable test server periodically executes the test task from a certain time according to a set time interval, that is, the test server automatically triggers the test task when a set test period arrives under the condition that the test server is configured to start the automated test management server.
Further, as an embodiment, the test tasks executed in different test periods may be different, for example, in one test period, the test task performs a performance test on a 3D game map scene; in another test period, the test task is to perform performance test for a long-time battle scene.
In practice, the test strategies described above may be configured by the tester through a visualization interface provided by the test server or other device. It is understood that, if the tester configures the test policy through the visual interface provided by other devices, the configured test policy may be imported into the test server 101 after the configuration is completed.
In step 201, when the test server receives the test task, the test server may execute the test case to send a game instruction to at least one game client, so as to implement game testing through the game client.
As an embodiment, the test server 101 may be configured with a plurality of test cases for different test scenarios, where the different test scenarios correspond to different test function points. For example, if the test function point is a performance test for a 3D game map scene, useless objects such as game UIs, NPCs (Non Player characters), monsters, and the like may be masked, and a test scene for running and traversing the game map may be created. For another example, if the test function point is a performance test for a long-time battle scenario, a 5V5 battle group may be constructed, creating a test scenario that does a half-hour gapless battle.
In practice, a tester may configure the test case through a visual interface provided by a test server or other equipment. It is understood that, if the tester configures the test case through the visual interface provided by other devices, the configured test case may be imported into the test server 101 after the configuration is completed.
As an embodiment, the task information of the test task may include a function point to be tested. Based on this, when the test server receives the test task, the test server can determine the test case under the test scene corresponding to the to-be-tested function point contained in the task information as the target test case according to the task information of the test task, and further, the test server can execute the target test case. Thus, customized game testing can be achieved.
For example, in the system architecture shown in fig. 1, the game client 102 is used for performance testing for a 3D game map scenario, and the game client 103 is used for performance testing for a long-time battle scenario. Based on this, when the test server receives the test task, the game client matched with the configured test function point and the test task can be determined as the target game client according to the task information of the test task, and further, the test server can execute the test case to send the game instruction to the target game client, so as to realize the game test through the target game client.
As another embodiment, if the task information of the test task does not include the function point to be tested, the test server may execute each test case in sequence after receiving the test task.
Step 202, the game client executes the game instruction, and collects the game performance data based on the first performance collection strategy in the process of executing the game instruction.
As an embodiment, different test scenarios may correspond to different performance acquisition strategies, which include but are not limited to acquisition frequency, acquisition content, and the like. Wherein, the collection frequency is also the collection time interval; the capturing of content may include: system performance index, game engine performance index. Further, system performance indicators include, but are not limited to: CPU utilization rate, FPS, memory utilization rate, temperature, electric quantity consumption, flow consumption and the like; game engine performance metrics include, but are not limited to: interface response duration, rendering duration, etc. Taking the U3D game engine as an example, the above interfaces include but are not limited to: mono, drawcall, verts, triangles, and the like.
As an embodiment, the game instruction carries a performance collection policy (hereinafter, referred to as a first performance collection policy for convenience of description) of a test scenario corresponding to the test case, so that in this step 202, the game client may collect the game performance data based on the first performance collection policy in the process of executing the game instruction.
Step 203, the game client sends the game performance data to the test server under the condition that the collected game performance data exists.
In this step 203, the game client sends the game performance data to the test server when the collected game performance data exists, which means that the game client sends the collected game performance data to the test server once the game client collects the game performance data, that is, the game client sends the collected game performance data to the test server in real time.
As an embodiment, the game client may send the collected game performance data to the test server in real time by: after the game client side collects the game performance data, the collected game performance data are stored in the appointed message queue, the appointed message queue is monitored, and when the game performance data stored in the appointed message queue are monitored, the game performance data in the appointed message queue are sent to the test server.
Further, as an embodiment, before sending the collected game performance data to the test server, the game client may encrypt the game performance data, and then send the encrypted game performance data to the test server, so that malicious tampering or leakage of the game performance data in the transmission process can be effectively avoided.
Optionally, the manner in which the game client encrypts the game performance data includes, but is not limited to: symmetric encryption, asymmetric encryption, and the like.
According to the technical scheme provided by the embodiment of the invention, a plurality of test cases aiming at different test scenes are configured on the test server, and the different test scenes correspond to different test function points and different performance acquisition strategies; the game client sends the game performance data to the test server under the condition that the collected game performance data exists, so that the game client can send the collected game performance data to the test server in real time.
Referring to fig. 3, a flow chart of an embodiment of another game testing method according to an embodiment of the present invention is shown. As shown in fig. 3, the process may include the following steps:
step 301, the test server is configured to initiate an automated test management service.
As an embodiment, the test server may provide a visual configuration interface, and a tester may configure the start and stop of the automated test management service through the configuration interface.
Step 302, the test server triggers a test task according to the configured test strategy.
As can be seen from the above description, the test server, in the case of being configured to start the automated test management server, may automatically trigger the test task according to the configured test policy, for example, automatically trigger the test task when the set test period arrives.
Step 303, when receiving the testing task, the testing server executes the testing case to send a game instruction to at least one game client.
Step 304, the game client executes the game instruction, and collects the game performance data based on the first performance collection strategy in the process of executing the game instruction.
And 305, the game client sends the game performance data to the test server under the condition that the collected game performance data exists.
The above description of step 303 to step 305 may refer to the description in the flow shown in fig. 2, and is not repeated here.
Step 306, the test server generates a game performance report according to the received game performance data.
As an embodiment, as can be seen from the above description, when the game client sends the collected game performance data to the test server, the game client may encrypt the collected game performance data first, and then send the encrypted game performance data to the test server. Based on this, when receiving the game performance data, the test server may first decrypt the received game performance data, and then generate a game performance report according to the decrypted game performance data.
In practice, the test server may first format the decrypted game performance data to convert the game performance data in binary format to readable data, such as data in string format. Further, the test server may load a preset game performance report template, and fill the game performance data after format conversion into a corresponding data filling area in the game performance report template to generate a game performance report.
For one embodiment, the test server may periodically generate game performance reports based on the game performance data received during the period.
As another embodiment, after the second game performance report is generated, the test server can generate one game performance report every time, compare and integrate the currently generated game performance report with the game performance report generated in the previous period, compare and display the data of the same index to form a new game performance report, so that the tester can conveniently know the change trend of the game performance.
And 307, the test server displays the game performance report through a visual interface.
According to the technical scheme provided by the embodiment of the invention, the automatic test can be realized by starting the automatic test management service of the test server; when the test server receives the test task, the test case is executed to send a game instruction to at least one game client, the game client executes the game instruction, and in the process of executing the game instruction, the game performance data is collected based on a first performance collection strategy carried by the game instruction, so that customized game test can be realized, different game performance data can be collected in a targeted manner according to different test scenes, and the significance of the collected game performance data is improved; the game client encrypts and sends the collected game performance data to the test server, so that the data security can be improved; the game client sends the collected game performance data to the test server in real time, and compared with the prior art, the game performance data can be prevented from occupying memory resources of the game client, so that the accuracy of the collected game performance data is improved; the game performance report is generated by the test server according to the received game performance data, and the game performance report is displayed through the visual interface, so that the tester can visually acquire the game performance data.
Corresponding to the embodiment of the game testing method, the invention also provides an embodiment of a game testing device. The game testing device provided by the invention is described in a specific embodiment with reference to the attached drawings:
first, a game testing apparatus according to the present invention will be described from a test server side:
referring to fig. 4, a block diagram of an embodiment of a game testing device according to the present invention is shown. As shown in fig. 4, the apparatus includes: a test module 41 and a data receiving module 42.
The testing module 41 is configured to execute the test case to send a game instruction to at least one game client when a testing task is received, so that the game client executes the game instruction, acquire game performance data based on a first performance acquisition policy carried by the game instruction in a process of executing the game instruction, and send the game performance data to the testing server when the acquired game performance data exists;
a data receiving module 42, configured to receive the game performance data sent by at least one of the game clients.
In a possible embodiment, it further comprises (not shown in fig. 4):
and the automation module is used for triggering the test task according to the configured test strategy under the condition of being configured to start the automated test management service.
In a possible embodiment, the test module 41 has a module for:
determining a target game client from at least one game client, wherein the testing function point of the target game client is matched with the testing task;
and executing the test case to send a game instruction to the target game client.
In a possible embodiment, the executing of the test case by the test module 41 includes:
determining a target test case according to the task information of the test task, and executing the target test case; or,
and executing each test case in turn.
In a possible embodiment, it further comprises (not shown in fig. 4):
the decryption module is used for decrypting the received game performance data;
the format conversion module is used for carrying out format conversion on the decrypted game performance data;
the report generation module is used for loading a preset game performance report template and filling the game performance data after format conversion into a corresponding data filling area in the game performance report template to generate a game performance report;
and the display module is used for displaying the game performance report through a visual interface.
Next, a game testing device according to the present invention will be described from a game client side:
referring to fig. 5, a block diagram of an embodiment of a game testing device according to the present invention is shown. As shown in fig. 5, the apparatus includes: an instruction receiving module 51, an instruction executing module 52, a data collecting module 53, and a data transmitting module 54.
The instruction receiving module 51 is configured to receive a game instruction sent by the test server;
an instruction execution module 52, configured to execute the game instruction;
a data collection module 53, configured to collect game performance data based on the first performance collection policy in the process of executing the game instruction;
a data sending module 54, configured to send the game performance data to the test server under the condition that the collected game performance data exists.
In a possible implementation manner, the data sending module 54 is specifically configured to:
after game performance data are collected, storing the game performance data into a specified message queue, and monitoring the specified message queue;
and when monitoring that the game performance data are stored in the specified message queue, sending the game performance data in the specified message queue to the test server.
In a possible embodiment, the data sending module 54 sends the game performance data to the test server, including:
encrypting the game performance data;
and sending the encrypted game performance data to the test server.
Fig. 6 is a schematic structural diagram of an electronic device according to an embodiment of the present invention, where the electronic device 600 shown in fig. 6 includes: at least one processor 601, memory 602, at least one network interface 604, and other user interfaces 603. The various components in the electronic device 600 are coupled together by a bus system 605. It is understood that the bus system 605 is used to enable communications among the components. The bus system 605 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 605 in fig. 6.
The user interface 603 may include, among other things, a display, a keyboard, or a pointing device (e.g., a mouse, trackball, touch pad, or touch screen, among others.
It will be appreciated that the memory 602 in embodiments of the invention may be either volatile memory or nonvolatile memory, or may include both volatile and nonvolatile memory. The non-volatile memory may be a Read-only memory (ROM), a programmable Read-only memory (PROM), an erasable programmable Read-only memory (erasabprom, EPROM), an electrically erasable programmable Read-only memory (EEPROM), or a flash memory. The volatile memory may be a Random Access Memory (RAM) which functions as an external cache. By way of example, but not limitation, many forms of RAM are available, such as static random access memory (staticiram, SRAM), dynamic random access memory (dynamic RAM, DRAM), synchronous dynamic random access memory (syncronous DRAM, SDRAM), double data rate synchronous dynamic random access memory (DDRSDRAM ), Enhanced Synchronous DRAM (ESDRAM), Synchronous Link DRAM (SLDRAM), and direct memory bus RAM (DRRAM). The memory 602 described herein is intended to comprise, without being limited to, these and any other suitable types of memory.
In some embodiments, memory 602 stores the following elements, executable units or data structures, or a subset thereof, or an expanded set thereof: an operating system 6021 and application programs 6022.
The operating system 6021 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 6022 includes various application programs such as a media player (MediaPlayer), a Browser (Browser), and the like, and is used to implement various application services. A program implementing the method of an embodiment of the invention can be included in the application program 6022.
In the embodiment of the present invention, by calling a program or an instruction stored in the memory 602, specifically, a program or an instruction stored in the application program 6022, the processor 601 is configured to execute the method steps provided by the method embodiments, for example, including:
when a test task is received, executing the test case to send a game instruction to at least one game client so as to enable the game client to execute the game instruction, acquiring game performance data based on a first performance acquisition strategy carried by the game instruction in the process of executing the game instruction, and sending the game performance data to the test server under the condition that the acquired game performance data exists;
and receiving the game performance data sent by at least one game client.
Or,
receiving a game instruction sent by the test server;
executing the game instruction, and acquiring game performance data based on the first performance acquisition strategy in the process of executing the game instruction;
and under the condition that the collected game performance data exists, sending the game performance data to the test server.
The method disclosed by the above-mentioned embodiment of the present invention can be applied to the processor 601, or implemented by the processor 601. The processor 601 may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware or instructions in the form of software in the processor 601. The processor 601 may be a general-purpose processor, a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), an off-the-shelf programmable gate array (FPGA) or other programmable logic device, discrete gate or transistor logic device, or discrete hardware components. The various methods, steps and logic blocks disclosed in the embodiments of the present invention may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present invention may be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software elements in the decoding processor. The software elements may be located in ram, flash, rom, prom, or eprom, registers, among other storage media that are well known in the art. The storage medium is located in the memory 602, and the processor 601 reads the information in the memory 602 and completes the steps of the method in combination with the hardware thereof.
It is to be understood that the embodiments described herein may be implemented in hardware, software, firmware, middleware, microcode, or any combination thereof. For a hardware implementation, the processing units may be implemented within one or more Application Specific Integrated Circuits (ASICs), Digital Signal Processors (DSPs), Digital Signal Processing Devices (DSPDs), Programmable Logic Devices (PLDs), Field Programmable Gate Arrays (FPGAs), general purpose processors, controllers, micro-controllers, microprocessors, other electronic units configured to perform the functions described herein, or a combination thereof.
For a software implementation, the techniques described herein may be implemented by means of units performing the functions described herein. The software codes may be stored in a memory and executed by a processor. The memory may be implemented within the processor or external to the processor.
The electronic device provided in this embodiment may be the electronic device shown in fig. 6, and may perform all the steps of the game testing method shown in fig. 2-3, so as to achieve the technical effect of the game testing method shown in fig. 2-3, and for brevity, it is described with reference to fig. 2-3, which is not described herein again.
The embodiment of the invention also provides a storage medium (computer readable storage medium). The storage medium herein stores one or more programs. Among others, the storage medium may include volatile memory, such as random access memory; the memory may also include non-volatile memory, such as read-only memory, flash memory, a hard disk, or a solid state disk; the memory may also comprise a combination of memories of the kind described above.
When one or more programs in the storage medium are executable by one or more processors, the game testing method executed on the electronic device side is realized.
The processor is used for executing the game testing program stored in the memory so as to realize the following steps of the game testing method executed on the electronic equipment side:
when a test task is received, executing the test case to send a game instruction to at least one game client so as to enable the game client to execute the game instruction, acquiring game performance data based on a first performance acquisition strategy carried by the game instruction in the process of executing the game instruction, and sending the game performance data to the test server under the condition that the acquired game performance data exists;
and receiving the game performance data sent by at least one game client.
Or,
receiving a game instruction sent by the test server;
executing the game instruction, and acquiring game performance data based on the first performance acquisition strategy in the process of executing the game instruction;
and under the condition that the collected game performance data exists, sending the game performance data to the test server.
Those of skill would further appreciate that the various illustrative components and algorithm steps described in connection with the embodiments disclosed herein may be implemented as electronic hardware, computer software, or combinations of both, and that the various illustrative components and steps have been described above generally in terms of their functionality in order to clearly illustrate this interchangeability of hardware and software. Whether such functionality is implemented as hardware or software depends upon the particular application and design constraints imposed on the implementation. Skilled artisans may implement the described functionality in varying ways for each particular application, but such implementation decisions should not be interpreted as causing a departure from the scope of the present invention.
The steps of a method or algorithm described in connection with the embodiments disclosed herein may be embodied in hardware, a software module executed by a processor, or a combination of the two. A software module may reside in Random Access Memory (RAM), memory, Read Only Memory (ROM), electrically programmable ROM, electrically erasable programmable ROM, registers, hard disk, a removable disk, a CD-ROM, or any other form of storage medium known in the art.
The above-mentioned embodiments are intended to illustrate the objects, technical solutions and advantages of the present invention in further detail, and it should be understood that the above-mentioned embodiments are merely exemplary embodiments of the present invention, and are not intended to limit the scope of the present invention, and any modifications, equivalent substitutions, improvements and the like made within the spirit and principle of the present invention should be included in the scope of the present invention.

Claims (11)

1. A game testing method is characterized in that the game testing method is applied to a game testing system, the game testing system comprises a testing server and at least one game client, the testing server is provided with a plurality of testing cases aiming at different testing scenes, wherein the different testing scenes correspond to different testing function points and different performance acquisition strategies; the method comprises the following steps:
when the test server receives a test task, the test case is executed to send a game instruction to at least one game client, and the game instruction carries a first performance acquisition strategy of a test scene corresponding to the test case;
the game client executes the game instruction, and collects game performance data based on the first performance collection strategy in the process of executing the game instruction;
and the game client sends the game performance data to the test server under the condition that the collected game performance data exists.
2. The method of claim 1, further comprising:
the test server, when configured to initiate automated test management services, triggers a test task according to the configured test policy.
3. The method of claim 1, wherein the test server executing the test case to send a game instruction to at least one of the game clients comprises:
the testing server determines a target game client from at least one game client, and the testing function point of the target game client is matched with the testing task;
and the test server executes the test case to send a game instruction to the target game client.
4. The method of claim 1, wherein the test server executes the test case, comprising:
the test server determines a target test case according to the task information of the test task and executes the target test case; or,
and the test server executes each test case in turn.
5. The method of claim 1, wherein the game client sends the game performance data to the testing server in the presence of the collected game performance data, comprising:
the game client stores the game performance data into an appointed message queue after acquiring the game performance data, monitors the appointed message queue, and sends the game performance data in the appointed message queue to the test server when monitoring that the game performance data is stored in the appointed message queue.
6. The method of claim 1, wherein the game client sending the game performance data to the test server comprises:
the game client encrypts the game performance data;
and sending the encrypted game performance data to the test server.
7. The method of claim 6, further comprising:
the test server decrypts the received game performance data;
carrying out format conversion on the decrypted game performance data;
loading a preset game performance report template, and filling the game performance data after format conversion into a corresponding data filling area in the game performance report template to generate a game performance report;
and displaying the game performance report through a visual interface.
8. The method of any of claims 1 to 7, wherein the game performance data comprises: system performance data, game engine performance data.
9. A game testing system is characterized by comprising a testing server and at least one game client; the test server is provided with a plurality of test cases aiming at different test scenes, wherein the different test scenes correspond to different test function points and different performance acquisition strategies;
the test server executes the test case to send a game instruction to at least one game client when receiving a test task, wherein the game instruction carries a first performance acquisition strategy of a test scene corresponding to the test case;
the game client executes the game instruction, and collects game performance data based on the first performance collection strategy in the process of executing the game instruction;
and the game client sends the game performance data to the test server under the condition that the collected game performance data exists.
10. An electronic device, comprising: a processor and a memory, the processor being configured to execute a game testing program stored in the memory to implement the game testing method of any one of claims 1 to 8.
11. A storage medium storing one or more programs executable by one or more processors to implement a game testing method as claimed in any one of claims 1 to 8.
CN202011368233.9A 2020-11-27 2020-11-27 Game testing method, device, system, electronic equipment and storage medium Pending CN112346992A (en)

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