CN114691515A - Game engineering testing method and device, computer equipment and storage medium - Google Patents
Game engineering testing method and device, computer equipment and storage medium Download PDFInfo
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Abstract
The invention relates to a game engineering testing method, which comprises the following steps: acquiring new employee identifiers, and sending local game frame data to corresponding terminals according to the new employee identifiers so that a user corresponding to each new employee identifier can perform protocol interaction test on the body game frame data; acquiring a frame interaction test result corresponding to each new employee identifier, and marking the frame interaction test result as a developer identifier when the corresponding new employee identifier passes; acquiring a frame updating data packet triggered by a developer identifier based on local game frame data, and pre-storing the frame updating data packet to obtain a data set to be verified; performing frame test on the data set to be verified according to a preset time period, and acquiring and displaying a corresponding frame test result; and when the frame test result is that the test is passed, updating the data set to be verified to the game frame, and emptying the data set to be verified. The method and the device have the effect of improving the efficiency of the game software when the functions are iterated.
Description
Technical Field
The invention relates to the technical field of game software testing, in particular to a game engineering testing method, a game engineering testing device, computer equipment and a storage medium.
Background
At present, for game software, a programmer writing codes usually develops and maintains the overall game framework, and in the actual operation and maintenance of the game software, operations such as adding, modifying and replacing functions in the overall game framework are required, and in order to reduce bugs of the game software when the functions of the game software are iterated, a game developer is required to be familiar with the overall game framework, and have good development experience and good self-testing habit.
The above prior art solutions have the following drawbacks:
and the efficiency is not high when the developer operates and maintains the game software and iterates the functions.
Disclosure of Invention
In order to improve the efficiency of the game software in the iteration process, the game engineering testing method and device, the computer equipment and the storage medium are provided.
The above object of the present invention is achieved by the following technical solutions:
a game engineering test method, comprising:
acquiring new employee identifiers, and sending local game frame data to corresponding terminals according to the new employee identifiers so that a user corresponding to each new employee identifier can perform protocol interaction test on the body game frame data;
acquiring a frame interaction test result corresponding to each new employee identifier, and marking the frame interaction test result as a developer identifier when the corresponding new employee identifier passes;
acquiring a frame updating data packet triggered by the developer identification based on the local game frame data, and pre-storing the frame updating data packet to obtain a data set to be verified;
performing frame test on the data set to be verified according to a preset time period, and acquiring and displaying a corresponding frame test result;
and when the frame test result is that the test is passed, updating the data set to be verified to a game frame, and emptying the data set to be verified.
By adopting the technical scheme, when the game software is operated and maintained, one reason for generating the bug of the game software comprises a newly added member for developing the game software, and the whole interaction module of the game software is not familiar, so that the bug is easily caused when the game software is updated and iterated, therefore, when the newly added member exists, the technical scheme correspondingly sends the body game frame data according to the identification of the newly added member, so that the newly added member can be familiar with the game software locally, when the obtained frame interaction test result is passed, the member is determined to be familiar with the interaction mode of the function and the protocol of the game software, the new member is taken as a developer for actually operating and maintaining the game software, and the abnormal operation caused by the unfamiliarity with the game frame can be reduced, the efficiency of subsequent operation and maintenance is improved; when a developer iterates game software, a frame updating data packet is obtained, and a pre-stored data set to be checked is periodically and automatically tested according to a preset test logic, so that the condition of a game frame can be intelligently shown before the frame updating data packet obtained by iteration is formally operated, the time for manually checking bugs is reduced, and the operation and maintenance efficiency is improved.
The present application may be further configured in a preferred example to: the acquiring of the frame interaction test result corresponding to each new employee identifier specifically includes:
acquiring an interactive service type in the body game frame data, and splitting the body game frame data according to the interactive service type to obtain interactive protocol data;
acquiring protocol test data corresponding to the new employee identification according to the interactive service type;
and sending the protocol test data to the interactive protocol data to obtain a corresponding protocol interactive response, and taking the protocol interactive response as the frame interactive test result.
By adopting the technical scheme, the newly added member can simulate to send a corresponding request, namely protocol test data, to the corresponding interactive protocol data according to the interactive service type of the game software, and if the obtained protocol interactive response accords with the expectation, the test of the interactive service type is passed.
The present application may be further configured in a preferred example to: the frame test of the data set to be verified comprises a frame pressure test, and specifically comprises the following steps:
generating simulated player information, and generating simulated interaction data according to the simulated player information;
acquiring interactive feedback data from the simulated interactive data;
and analyzing according to the interactive feedback data to obtain a pressure test result.
By adopting the technical scheme, the simulated player information is generated, the corresponding simulated interaction data is generated, the load bearing capacity of the updated game software can be checked according to the interaction feedback data, or the performance capacity of the game framework is good for the development personnel to deploy each node of the game software in advance when the load is large, and the normal operation of the game is ensured.
The present application may be further configured in a preferred example to: the generating of the simulated player information and the generating of the simulated interaction data according to the simulated player information specifically include:
obtaining game historical peak data, and obtaining information of the number of people who are online and interaction scene from the game historical peak data;
and generating the simulation player information of the corresponding number according to the number of the simultaneous online players, and generating the corresponding simulation interaction data according to the interaction scene information.
By adopting the technical scheme, when the number of online players of the game is small, abnormity exists in time and the abnormity is not easy to be found, so that when the online players reach the peak, the number of the online players simulates the corresponding number of the players, and the corresponding simulated interaction data is generated according to the game scene, so that the stability of the game framework during operation can be acquired according to the condition of the audience of the game.
The present application may be further configured in a preferred example to: the frame test of the data set to be checked includes a frame exception test, which specifically includes:
generating abnormal data packets randomly according to the body game frame data;
and injecting the abnormal data packet into the data set to be checked to perform abnormal test, and acquiring a frame abnormal test result.
By adopting the technical scheme, the corresponding abnormal data packets are randomly generated and injected into the data set to be verified for abnormal testing, the robustness of the game running environment can be checked according to the frame abnormal testing result, and the abnormal data packets are randomly generated, so that developers can find nodes which are easy to neglect at ordinary times.
The second objective of the present invention is achieved by the following technical solutions:
a game engineering test apparatus, the game engineering test apparatus comprising:
the interaction testing module is used for acquiring new employee identifiers and sending local game frame data to corresponding terminals according to the new employee identifiers so that a user corresponding to each new employee identifier can perform protocol interaction testing on the body game frame data;
the test authentication module is used for acquiring a frame interaction test result corresponding to each new employee identifier, and marking the frame interaction test result as a developer identifier when the corresponding new employee identifier passes;
the data updating module is used for acquiring a frame updating data packet triggered by the developer identification based on the local game frame data, and pre-storing the frame updating data packet to obtain a data set to be verified;
the frame test module is used for carrying out frame test on the data set to be verified according to a preset time period, and acquiring and displaying a corresponding frame test result;
and the game updating module is used for updating the data set to be verified to a game frame and emptying the data set to be verified when the frame test result is that the test is passed.
By adopting the technical scheme, when the game software is operated and maintained, one reason for generating the bug of the game software comprises a newly added member for developing the game software, and the whole interaction module of the game software is not familiar, so that the bug is easily caused when the game software is updated and iterated, therefore, when the newly added member exists, the technical scheme correspondingly sends the body game frame data according to the identification of the newly added member, so that the newly added member can be familiar with the game software locally, when the obtained frame interaction test result is passed, the member is determined to be familiar with the interaction mode of the function and the protocol of the game software, the new member is taken as a developer for actually operating and maintaining the game software, and the abnormal operation caused by the unfamiliarity with the game frame can be reduced, the efficiency of subsequent operation and maintenance is improved; when a developer iterates game software, a frame updating data packet is obtained, and a pre-stored data set to be checked is periodically and automatically tested according to a preset test logic, so that the condition of a game frame can be intelligently shown before the frame updating data packet obtained by iteration is formally operated, the time for manually checking bugs is reduced, and the operation and maintenance efficiency is improved.
The third purpose of the present application is achieved by the following technical solutions:
a computer device comprising a memory, a processor and a computer program stored in said memory and executable on said processor, said processor implementing the steps of the above described game engineering testing method when executing said computer program.
The fourth purpose of the present application is achieved by the following technical solutions:
a computer-readable storage medium, in which a computer program is stored which, when being executed by a processor, carries out the steps of the above-mentioned game engineering testing method.
In summary, the present application includes at least one of the following beneficial technical effects:
1. when a newly added member exists, the body game frame data is correspondingly sent according to the identification of the newly added member, so that the newly added member can be familiar with the game software locally, when the obtained frame interaction test result is passed, the member is determined to be familiar with the interaction mode of the function and the protocol of the game software, and the new member is taken as a developer capable of actually performing operation maintenance on the game software, so that the operation abnormity caused by unfamiliarity with the game frame can be reduced, and the efficiency of subsequent operation maintenance is improved;
2. when a developer iterates game software, a frame updating data packet is obtained, and a pre-stored data set to be verified is periodically and automatically tested according to a preset test logic, so that the condition of a game frame can be intelligently shown before the frame updating data packet obtained by iteration formally runs, the time for manually checking bugs is reduced, and the operation and maintenance efficiency is improved.
Drawings
FIG. 1 is a flow chart of a game engineering test method according to an embodiment of the present application;
FIG. 2 is a flowchart illustrating an implementation of step S20 in the testing method of game engineering according to an embodiment of the present application;
FIG. 3 is a flowchart illustrating an implementation of step S40 in the method for testing game engineering according to an embodiment of the present application;
FIG. 4 is a flowchart illustrating an implementation of step S411 in a game engineering testing method according to an embodiment of the present application;
FIG. 5 is a flowchart illustrating another implementation of step S40 in the method for testing game engineering according to an embodiment of the present application;
FIG. 6 is a schematic block diagram of a game engineering testing apparatus according to an embodiment of the present application;
fig. 7 is a schematic diagram of an apparatus in an embodiment of the present application.
Detailed Description
The present application is described in further detail below with reference to the attached drawings.
In one embodiment, as shown in fig. 1, the present application discloses a game engineering testing method, which specifically includes the following steps:
s10: and acquiring new employee identifiers, and sending local game frame data to corresponding terminals according to the new employee identifiers so that the user corresponding to each new employee identifier can perform protocol interaction test on the body game frame data.
In this embodiment, the identifier of the new employee is an identifier for distinguishing each new employee who has newly added to develop the game software. Local game frame data refers to a game play frame for local operation at the user.
Specifically, when a new developer joins in the development operation of the game software, in order to enable the newly joined developer to be familiar with the overall game framework of the game software, the protocol codes of each function interaction in the game framework and the interaction mode, the mode that the game framework of the game software is locally filed is sent to the new developer, and the newly joined developer looks up and is familiar with the functions and the interaction mode of the newly joined developer.
Further, the newly added developer is familiar with the game framework of the game software and the protocol code of each function interaction by testing the interaction protocol in the local game framework data.
S20: and acquiring a frame interaction test result corresponding to each new employee identifier, and marking the frame interaction test result as a developer identifier when the corresponding new employee identifier passes.
In this embodiment, the frame interaction test result refers to the degree to which a newly added developer is familiar with the interaction protocol of the game frame.
Specifically, for the interaction protocol, which generally includes a request and a corresponding response, a newly added developer may send a corresponding request to each interaction protocol according to the content of the interaction protocol included in the local game framework data, take the content of the corresponding response as a framework interaction test result, if the content of the response is not error-reported and is expected, in a simple example, the request sent to the interaction protocol is "1 +1 =", and if the corresponding response is "2", the interaction test result is considered to pass, proving that the newly added developer is familiar with the interaction protocol, and specifically how to send information through the interaction protocol.
Further, after the newly added developer passes the test of all the interaction protocols, the identifier of the newly added developer is marked as the identifier of the developer, that is, the developer is allowed to actually develop and maintain the game software.
S30: and acquiring a frame updating data packet triggered by the developer identification based on the local game frame data, and pre-storing the frame updating data packet to obtain a data set to be verified.
In this embodiment, the framework update package is a package generated when the function of the game is updated and maintained. The data set to be checked refers to the data packets obtained by periodically storing each update and maintenance.
Specifically, after a newly-joined member is familiar with the game software framework, the newly-joined member is allowed to operate and maintain together with a developer, after a game plan proposes a new operation scheme for the game, the developer updates the game software based on the new operation scheme so as to obtain the framework update data packet, and the framework update data packet is prestored in a data set to be verified before the framework update data packet is formally sent out.
S40: and performing frame test on the data set to be verified according to a preset time period, and acquiring and displaying a corresponding frame test result.
In particular, when a developer performs maintenance update on a game, in order to reduce bugs in an actual game, in addition to good development experience of the developer, good test habits are required, and during testing, the content of the test is easy to miss, therefore, before the formal package sending and running of the data in the data set to be verified, the preset test script is adopted to detect the data in the data set to be verified, so that whether the input and output of each independent logic interface of the game framework are in line with the expectation of the game scene, whether the performance of the compiled framework updating data packet is optimal, when the abnormal condition of the data packet is met, the robustness of the framework, the pressure bearing capacity of the framework and the like can be automatically demonstrated, therefore, the method can assist developers to compile high-performance framework updating data packages, and can also reduce abnormal conditions caused by the number of online players when updated contents are formally online.
S50: and when the frame test result is that the test is passed, updating the data set to be verified to the game frame, and emptying the data set to be verified.
Specifically, after all the frame test results pass the test, the data packets in the data set to be verified are put on line formally according to the plan of the game operation plan, so as to update the game. And emptying the content in the data set to be verified for storing the subsequently updated data packet.
In the embodiment, when the operation maintenance is performed on the game software, one of the reasons for generating the bug of the game software includes a person who newly joins the development of the game software, the unfamiliarity with the whole interaction module of the game software leads to the fact that bug is easily caused when the game software is updated and iterated, therefore, when a newly-added member exists, correspondingly sending the body game frame data according to the identification of the newly-joining employee, so that the newly-joining member can be familiar with the game software locally, and when the obtained frame interaction test result is passed, namely, the member is considered to be familiar with the interaction mode of the function and the protocol of the game software, the new member is taken as a developer which can actually carry out operation and maintenance on the game software, therefore, abnormal operation caused by unfamiliarity with the game framework can be reduced, and the efficiency of subsequent operation and maintenance is improved; when a developer iterates game software, a frame updating data packet is obtained, and a pre-stored data set to be verified is periodically and automatically tested according to a preset test logic, so that the condition of a game frame can be intelligently shown before the frame updating data packet obtained by iteration formally runs, the time for manually checking bugs is reduced, and the operation and maintenance efficiency is improved.
In an embodiment, as shown in fig. 2, in step S20, the obtaining a frame interaction test result corresponding to each new employee identifier specifically includes:
s21: and acquiring the interactive service type in the body game frame data, and splitting the body game frame data according to the interactive service type to obtain interactive protocol data.
In this embodiment, the interactive service type refers to a protocol of each interactive scene in the game software.
Specifically, in the local game framework data, each interactive protocol is realized through a corresponding code, and different game software has different compiled code logics for the same scene, and under the condition that the compiled code logics are unfamiliar, modules in the scene are modified, and bugs are easily changed out, so that the local game framework data are memorialized and split according to interactive service types in the scene of the actual game, such as authentication, login, mails, check-in, copy scene entering and the like, and the interactive protocol data are obtained.
S22: and acquiring protocol test data corresponding to the new employee identification according to the interactive service type.
In this embodiment, the protocol test data refers to a code corresponding to content for interacting with each interactive protocol data.
Specifically, the newly added person compiles a corresponding interactive request code for each interactive service type as the protocol test data.
S23: and sending the protocol test data to the interactive protocol data, acquiring a corresponding protocol interactive response, and taking the protocol interactive response as a frame interactive test result.
Specifically, each newly-added person identifies protocol test data compiled from the body game frame data through the new-entry staff, receives the protocol test data from the corresponding interaction protocol data, and acquires a corresponding response result as a frame interaction test result.
Optionally, the technical solution is used for a mode that newly added people are familiar with a game framework, and may also be applied to a process of actual development, where whether changed codes meet expectations or not and safety guarantee of reconstructed codes are detected, that is, whether all requests/responses meet case expectations or not.
In an embodiment, as shown in fig. 3, the framework test in step S40 includes a pressure test, which specifically includes:
s411: and generating simulated player information, and generating simulated interaction data according to the simulated player information.
In this embodiment, the simulated player information refers to data of a virtual player simulated by the pressure bearing capacity of the test game environment.
Specifically, in order to test the pressure load capacity of the game when a large number of players are online at the same time after a frame updating data packet in a data set to be verified is formally online, the virtual players are controlled to be online tested at the same time in the updated game environment by constructing the data of the virtual players and simulating and updating the data set to be verified in one or a plurality of local game frame data, and interaction is performed according to the scene related to the game software, so that simulated interaction data is obtained.
S412: and acquiring interactive feedback data from the simulated interactive data.
Specifically, after the simulated players test in the game environment and obtain corresponding simulated interaction data, for example, scenes such as character creation, login, chat, transaction, copy in and out scenes, battle and the like, the content requested to reply by each simulated player is obtained, and interaction feedback data is obtained.
S413: and analyzing according to the interactive feedback data to obtain a pressure test result.
Specifically, the delivery feedback data of all simulated players is counted to obtain the stress test result, including the overall time consumption, the number of concurrent requests, the number of successful requests, the number of failed requests, the average qps, the longest time consumption, the shortest time consumption, the average time consumption, the downloaded bytes, the error code distribution, the histogram of the time consumption distribution of each request from the sending to the executed and replied, the percentage distribution, and the like.
In an embodiment, as shown in fig. 4, in step S411, generating simulated player information, and generating simulated interaction data according to the simulated player information specifically includes:
s4111: and obtaining game history peak data, and obtaining the information of the number of simultaneous online people and the interactive scene from the game history peak data.
In the present embodiment, the game history peak data refers to data at the maximum number of players who are online at the same time in a past period of time.
Specifically, the peak time of the number of people who are online at the same time every day is counted from public survey to the present by the game software, and after the number of people who are online at the same time at each peak time is obtained, the number of people who are online at the same time at the average peak time and the information of each interactive scene of the game are calculated.
S4112: and generating the simulation player information of the corresponding number according to the number of the simultaneous online players, and generating the corresponding simulation interaction data according to the interaction scene information.
Specifically, a corresponding number of simulated players is generated based on the number of simultaneous online players. Because the load pressure-resistant capacity of a game is too low, when a large number of players are online at the same time, the server is easy to crash, if the load pressure-resistant capacity of the game is too strong, although the phenomenon that the server crashes when the players are online at the same time can be greatly reduced, redundant idle nodes are not utilized, and the waste of resources and cost is caused, in order to enable the load pressure-resistant capacity of the game software to be more consistent with the actual situation, the specific content of a data packet can be updated according to a frame, for example, one or more new games are updated, other game software comprising the games can be matched according to the games, the player increment after the online updating of the games is obtained from other game software, the corresponding player number increment average ratio is calculated according to the player increment, the increment average ratio and the number of the players who are online at the same time according to the game software, an expected peak player count is calculated, and a corresponding number of simulated player information is generated based on the expected peak player count.
Further, after the simulated player information is generated, that is, after a corresponding number of virtual players are generated, the simulated game is performed according to the updated environment and interactive scene information of the game software, and corresponding simulated interactive data is obtained.
In an embodiment, as shown in fig. 5, in step S40, the framework test includes an exception test, which specifically includes:
s421: and generating abnormal data packets randomly according to the body game frame data.
In this embodiment, the exception packet refers to a packet that may cause an exception to be generated when the game software runs.
Specifically, since abnormal situations that cannot be expected or are easily ignored by developers at ordinary times may occur during normal operation of the game, data packets that may cause abnormality or even crash of the game software may be randomly generated according to the local game frame data updated by the data set to be verified, for example, data packet loss, network disconnection, rpc message loss, timeout, disaster recovery processing of different types of nodes crash, cs damage inconsistency, and glitches in resources such as cpu, I/O, and memory.
S422: and injecting the abnormal data packet into the data set to be checked to perform abnormal test, and acquiring a frame abnormal test result.
Specifically, after injecting a randomly generated abnormal data packet into a game frame updated by a frame update data packet in a data set to be checked, the game frame is simulated to run so as to obtain a frame abnormality test result, that is, whether the frame abnormality test result can run normally, whether the frame abnormality test result can automatically repair the abnormality, or whether the frame abnormality test result occurs, the performance of the game frame in running is obtained. If the game framework can run normally or can automatically repair the abnormality, the updated game framework has better robustness, and if the abnormality occurs, developers can conveniently make corresponding adjustment.
It should be understood that, the sequence numbers of the steps in the foregoing embodiments do not imply an execution sequence, and the execution sequence of each process should be determined by functions and internal logic of the process, and should not constitute any limitation to the implementation process of the embodiments of the present application.
In an embodiment, a game engineering testing apparatus is provided, and the game engineering testing apparatus corresponds to the game engineering testing method in the above embodiments one to one. As shown in fig. 6, the game engineering testing apparatus includes an interaction testing module, a testing certification module, a data updating module, a framework testing module, and a game updating module. The detailed description of each functional module is as follows:
the interactive testing module is used for acquiring the new employee identification and sending local game frame data to the corresponding terminal according to the new employee identification so that the user corresponding to each new employee identification can perform protocol interactive testing on the body game frame data;
the test authentication module is used for acquiring a frame interaction test result corresponding to each new employee identifier, and marking the frame interaction test result as a developer identifier when the corresponding new employee identifier passes;
the data updating module is used for acquiring a frame updating data packet triggered by the developer identification based on the local game frame data, and pre-storing the frame updating data packet to obtain a data set to be verified;
the frame test module is used for carrying out frame test on the data set to be verified according to a preset time period, and acquiring and displaying a corresponding frame test result;
and the game updating module is used for updating the data set to be verified to the game frame and emptying the data set to be verified when the frame test result is that the test is passed.
Optionally, the interaction testing module includes:
the framework splitting submodule is used for acquiring the interactive service type in the body game framework data and splitting the body game framework data according to the interactive service type to obtain interactive protocol data;
the simulation interaction submodule is used for acquiring protocol test data corresponding to the identification of the newly-entered employee according to the interaction service type;
and the interactive test submodule is used for sending the protocol test data to the interactive protocol data, acquiring corresponding protocol interactive response and taking the protocol interactive response as a frame interactive test result.
Optionally, the frame test module includes a pressure test, including:
the virtual player generation submodule is used for generating simulated player information and generating simulated interaction data according to the simulated player information;
the interactive feedback sub-module is used for acquiring interactive feedback data from the simulated interactive data;
and the pressure test result analysis submodule is used for analyzing according to the interactive feedback data to obtain a pressure test result.
Optionally, the virtual player generation submodule includes:
the history peak acquisition unit is used for acquiring game history peak data and acquiring the number of people who are online and interactive scene information at the same time from the game history peak data;
and the interactive data simulation unit is used for generating the simulation player information with the corresponding number according to the number of the simultaneous online players and generating the corresponding simulation interactive data according to the interactive scene information.
Optionally, the framework test module includes an exception test, including:
the data packet generation submodule is used for randomly generating an abnormal data packet according to the body game frame data;
and the anomaly testing submodule is used for injecting the anomaly data packet into the data set to be verified to carry out anomaly testing and acquiring a frame anomaly testing result.
For the specific definition of the game engineering test device, the above definition of the game engineering test method can be referred to, and details are not repeated here. All or part of each module in the game engineering testing device can be realized by software, hardware and a combination thereof. The modules can be embedded in a hardware form or independent from a processor in the computer device, and can also be stored in a memory in the computer device in a software form, so that the processor can call and execute operations corresponding to the modules.
In one embodiment, a computer device is provided, which may be a server, and the internal structure thereof may be as shown in fig. 7. The computer device includes a processor, a memory, a network interface, and a database connected by a system bus. Wherein the processor of the computer device is configured to provide computing and control capabilities. The memory of the computer device comprises a nonvolatile storage medium and an internal memory. The non-volatile storage medium stores an operating system, a computer program, and a database. The internal memory provides an environment for the operation of an operating system and computer programs in the non-volatile storage medium. The database of the computer device is used to store local game frame data. The network interface of the computer device is used for communicating with an external terminal through a network connection. The computer program is executed by a processor to implement a game engineering testing method.
In one embodiment, a computer device is provided, comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, the processor implementing the following steps when executing the computer program:
acquiring new employee identifiers, and sending local game frame data to corresponding terminals according to the new employee identifiers so that a user corresponding to each new employee identifier can perform protocol interaction test on the body game frame data;
acquiring a frame interaction test result corresponding to each new employee identifier, and marking the frame interaction test result as a developer identifier when the corresponding new employee identifier passes;
acquiring a frame updating data packet triggered by a developer identifier based on local game frame data, and pre-storing the frame updating data packet to obtain a data set to be verified;
performing frame test on the data set to be verified according to a preset time period, and acquiring and displaying a corresponding frame test result;
and when the frame test result is that the test is passed, updating the data set to be verified to the game frame, and emptying the data set to be verified.
In one embodiment, a computer-readable storage medium is provided, having a computer program stored thereon, which when executed by a processor, performs the steps of:
acquiring new employee identifiers, and sending local game frame data to corresponding terminals according to the new employee identifiers so that a user corresponding to each new employee identifier can perform protocol interaction test on the body game frame data;
acquiring a frame interaction test result corresponding to each new employee identifier, and marking the frame interaction test result as a developer identifier when the corresponding new employee identifier passes;
acquiring a frame updating data packet triggered by a developer identifier based on local game frame data, and pre-storing the frame updating data packet to obtain a data set to be verified;
performing frame test on the data set to be verified according to a preset time period, and acquiring and displaying a corresponding frame test result;
and when the frame test result is that the test is passed, updating the data set to be verified to the game frame, and emptying the data set to be verified.
It will be understood by those skilled in the art that all or part of the processes of the methods of the embodiments described above can be implemented by hardware instructions of a computer program, which can be stored in a non-volatile computer-readable storage medium, and when executed, can include the processes of the embodiments of the methods described above. Any reference to memory, storage, database, or other medium used in the embodiments provided herein may include non-volatile and/or volatile memory, among others. Non-volatile memory can include read-only memory (ROM), Programmable ROM (PROM), Electrically Programmable ROM (EPROM), Electrically Erasable Programmable ROM (EEPROM), or flash memory. Volatile memory can include Random Access Memory (RAM) or external cache memory. By way of illustration and not limitation, RAM is available in a variety of forms such as Static RAM (SRAM), Dynamic RAM (DRAM), Synchronous DRAM (SDRAM), Double Data Rate SDRAM (DDRSDRAM), Enhanced SDRAM (ESDRAM), Synchronous Link DRAM (SLDRAM), Rambus Direct RAM (RDRAM), direct bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM).
It will be apparent to those skilled in the art that, for convenience and brevity of description, only the above-mentioned division of the functional units and modules is illustrated, and in practical applications, the above-mentioned function distribution may be performed by different functional units and modules according to needs, that is, the internal structure of the apparatus is divided into different functional units or modules to perform all or part of the above-mentioned functions.
The above-mentioned embodiments are only used for illustrating the technical solutions of the present application, and not for limiting the same; although the present application has been described in detail with reference to the foregoing embodiments, it should be understood by those of ordinary skill in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some technical features may be equivalently replaced; such modifications and substitutions do not substantially depart from the spirit and scope of the embodiments of the present application and are intended to be included within the scope of the present application.
Claims (10)
1. A game engineering test method is characterized by comprising the following steps:
acquiring new employee identifiers, and sending local game frame data to corresponding terminals according to the new employee identifiers so that a user corresponding to each new employee identifier can perform protocol interaction test on the body game frame data;
acquiring a frame interaction test result corresponding to each new employee identifier, and marking the frame interaction test result as a developer identifier when the corresponding new employee identifier passes;
acquiring a frame updating data packet triggered by the developer identification based on the local game frame data, and pre-storing the frame updating data packet to obtain a data set to be verified;
performing frame test on the data set to be verified according to a preset time period, and acquiring and displaying a corresponding frame test result;
and when the frame test result is that the test is passed, updating the data set to be verified to a game frame, and emptying the data set to be verified.
2. The game engineering testing method of claim 1, wherein the obtaining of the frame interaction test result corresponding to each new employee id specifically comprises:
acquiring an interactive service type in the body game frame data, and splitting the body game frame data according to the interactive service type to obtain interactive protocol data;
acquiring protocol test data corresponding to the new employee identification according to the interactive service type;
and sending the protocol test data to the interactive protocol data to obtain a corresponding protocol interactive response, and taking the protocol interactive response as the frame interactive test result.
3. The game engineering test method of claim 1, wherein the frame test of the data set to be verified comprises a frame pressure test, and specifically comprises:
generating simulated player information, and generating simulated interaction data according to the simulated player information;
acquiring interactive feedback data from the simulated interactive data;
and analyzing according to the interactive feedback data to obtain a pressure test result.
4. The game engineering test method of claim 3, wherein the generating simulated player information and generating simulated interaction data according to the simulated player information specifically comprises:
obtaining game historical peak data, and obtaining information of the number of people who are online and interaction scene from the game historical peak data;
and generating the simulation player information of the corresponding number according to the number of the simultaneous online players, and generating the corresponding simulation interaction data according to the interaction scene information.
5. The game engineering test method of claim 1, wherein the performing of the framework test on the data set to be verified includes a framework exception test, which specifically includes:
generating abnormal data packets randomly according to the body game frame data;
and injecting the abnormal data packet into the data set to be checked to perform abnormal test, and acquiring a frame abnormal test result.
6. A game engineering test apparatus, characterized in that the game engineering test apparatus comprises:
the interactive testing module is used for acquiring new entry employee identifiers and sending local game frame data to corresponding terminals according to the new entry employee identifiers so that a user corresponding to each new entry employee identifier can perform protocol interactive testing on the body game frame data;
the test authentication module is used for acquiring a frame interaction test result corresponding to each new employee identifier, and marking the frame interaction test result as a developer identifier when the corresponding new employee identifier passes;
the data updating module is used for acquiring a frame updating data packet triggered by the developer identification based on the local game frame data, and pre-storing the frame updating data packet to obtain a data set to be verified;
the frame test module is used for carrying out frame test on the data set to be verified according to a preset time period, and acquiring and displaying a corresponding frame test result;
and the game updating module is used for updating the data set to be verified to a game frame and emptying the data set to be verified when the frame test result is that the test is passed.
7. The game engineering test device of claim 6, wherein the interaction test module comprises:
the framework splitting submodule is used for acquiring the interactive service type in the body game framework data and splitting the body game framework data according to the interactive service type to obtain interactive protocol data;
the simulation interaction submodule is used for acquiring protocol test data corresponding to the new employee identification according to the interaction service type;
and the interaction test submodule is used for sending the protocol test data to the corresponding protocol interaction response according to the interaction protocol data, and taking the protocol interaction response as the frame interaction test result.
8. The game engineering test device of claim 6, wherein the frame test module comprises a pressure test comprising:
the virtual player generation submodule is used for generating simulated player information and generating simulated interaction data according to the simulated player information;
the interactive feedback submodule is used for acquiring interactive feedback data from the simulated interactive data;
and the pressure test result analysis submodule is used for analyzing according to the interactive feedback data to obtain a pressure test result.
9. A computer device comprising a memory, a processor and a computer program stored in the memory and executable on the processor, characterized in that the processor implements the steps of the game engineering test method according to any one of claims 1 to 5 when executing the computer program.
10. A computer-readable storage medium, in which a computer program is stored which, when being executed by a processor, carries out the steps of the game engineering test method according to one of claims 1 to 5.
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CN111416756A (en) * | 2020-03-13 | 2020-07-14 | 深圳市腾讯信息技术有限公司 | Protocol testing method, device, computer equipment and storage medium |
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