US20130065694A1 - Method for performance test of online game server - Google Patents
Method for performance test of online game server Download PDFInfo
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- US20130065694A1 US20130065694A1 US13/655,242 US201213655242A US2013065694A1 US 20130065694 A1 US20130065694 A1 US 20130065694A1 US 201213655242 A US201213655242 A US 201213655242A US 2013065694 A1 US2013065694 A1 US 2013065694A1
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F11/00—Error detection; Error correction; Monitoring
- G06F11/30—Monitoring
- G06F11/34—Recording or statistical evaluation of computer activity, e.g. of down time, of input/output operation ; Recording or statistical evaluation of user activity, e.g. usability assessment
- G06F11/3466—Performance evaluation by tracing or monitoring
- G06F11/3495—Performance evaluation by tracing or monitoring for systems
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F11/00—Error detection; Error correction; Monitoring
- G06F11/30—Monitoring
- G06F11/34—Recording or statistical evaluation of computer activity, e.g. of down time, of input/output operation ; Recording or statistical evaluation of user activity, e.g. usability assessment
- G06F11/3409—Recording or statistical evaluation of computer activity, e.g. of down time, of input/output operation ; Recording or statistical evaluation of user activity, e.g. usability assessment for performance assessment
- G06F11/3433—Recording or statistical evaluation of computer activity, e.g. of down time, of input/output operation ; Recording or statistical evaluation of user activity, e.g. usability assessment for performance assessment for load management
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/65—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/535—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5526—Game data structure
- A63F2300/5533—Game data structure using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/57—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
- A63F2300/572—Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6009—Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2201/00—Indexing scheme relating to error detection, to error correction, and to monitoring
- G06F2201/875—Monitoring of systems including the internet
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/131—Protocols for games, networked simulations or virtual reality
Definitions
- the present disclosure relates to a method for a performance test of an online game server that enables controlling of a virtual user, producing and editing of a test scenario, and monitoring of a test progress state.
- a plurality of virtual users needs to be created for a performance test of an online game server.
- a process of capturing a network communication packet between a game server and a client, extracting required information from captured data, and databasing the extracted information is required.
- the above technical description is disclosed in detail in Korea Patent Publication No. 10-2011-0061418.
- a virtual user controlling and scenario editing interface for a performance test of an online game server according to a related art has a content dependent characteristic. Therefore, every time content is changed, an interface needs to be changed. Since a text-based scenario editing method is used, a user who is inexperienced therein has a difficulty in using the text-based scenario editing method. It is impossible to verify a state of an agent system used to create a large scale of virtual users, and a test progress state according to a scenario.
- the present disclosure has been made in an effort to provide a method for a performance test of an online game server that may easily perform controlling of a virtual user and producing and editing of a scenario and may also specifically monitor a test progress state.
- An exemplary embodiment of the present disclosure provides a method for a performance test of an online game server, the method including: constructing a test database including virtual user information, unit action information, and map information by capturing a communication packet between a game server and a client; creating a test map that reflects an actual game environment using the map information; producing a scenario by setting a movement path of virtual users and unit actions to be performed at a predetermined point on the test map; establishing the entire test schedule using the test database and the scenario; and monitoring a test progress state.
- the method for the performance test of the online game server may further include performing a unit action control test of a virtual user based on the virtual user information and the unit action information, after constructing the test database.
- the method for the performance test of the online game server may further include testing a process in which the scenario is executed on the test map, and editing the scenario, after producing the scenario.
- the establishing of the entire test schedule may include: registering a game server and at least one agent system to be used for a test; allocating a virtual user group for each of the at least one agent system, and setting a scenario to be executed by a corresponding group; and setting, for each virtual user group, the number of virtual users, a server access, a login option, a logout option, and a test continue condition.
- the monitoring of the test progress state may monitor a hardware resource state about the game server and the at least one agent system to be used for the test and a scenario progress state for each virtual user group.
- the scenario progress state may include, for each virtual user group, information about the number of current virtual users, an action currently being performed, a list of entire actions to be performed, a scenario achievement rate, and a test progress rate.
- a user interface for a test of an online game server independently from content, and to simply produce and edit a test scenario using a method of arranging an image, such as a movement path, an obstacle, and the like, on a test map in an image form, instead of using a conventional text-based test map.
- FIG. 1 is a flowchart of a method for a performance test of an online game server according to an exemplary embodiment of the present disclosure.
- FIG. 2 is a diagram illustrating an exemplary embodiment of a user interface for a unit action control test of a virtual user.
- FIG. 3 is a diagram illustrating an exemplary embodiment of a user interface for creating a test map and producing a scenario.
- FIG. 4 is a diagram illustrating an exemplary embodiment of a user interface for testing and editing a scenario.
- FIG. 5 is a diagram illustrating a user interface for scheduling and monitoring the entire test.
- FIG. 1 is a flowchart of a method for a performance test of an online game server according to an exemplary embodiment of the present disclosure.
- the method for the performance test of the online game server includes a test database construction operation (S 101 ), a unit action control test operation of a virtual user (S 103 ), a test map creation operation (S 105 ), a scenario production operation (S 107 ), a scenario test and edition operation (S 109 ), the entire test scheduling operation (S 111 ), and a test progress state monitoring operation (S 113 ).
- a test database including virtual user information, unit action information, and map information is constructed by capturing a communication packet between a game server and a client, and defining required information in captured data.
- the above process is disclosed in detail in Korea Patent Publication No. 10-2011-0061418 and thus, a detailed description related thereto will be omitted here.
- a unit action control test of a virtual user is performed based on the virtual user information and the unit action information of the constructed test database.
- FIG. 2 is a diagram illustrating an exemplary embodiment of a user interface for a unit action control test of a virtual user.
- a virtual user group and an agent system list may be displayed on a left side of a first area 201 of the user interface, and a list of individual virtual users may be displayed on a right side of the first area 201 .
- a unit action list of a virtual user included in the test database may be listed on a left side of a second area 202 .
- the unit action list may include login, move, attack, hunt, acquisition of an object, chatting, and the like.
- a right side of the second area 202 is a portion for registering an option parameter of each unit action.
- the unit action test may be performed using registered options.
- the registered options may be set to be displayed when a corresponding unit action is selected to produce a scenario.
- option parameters a character name (CharName), a password (PW), a login server IP address (Address), and a login time interval (Delay)
- the login test may be performed while changing a corresponding parameter value.
- a third area 203 of FIG. 2 is a portion for setting a network environment. A delay value, a drop value, a bandwidth value, and the like may be adjusted. Therefore, a test may be performed by creating an environment similar to a network in which a game is actually executed.
- a test map that reflects an actual game environment is created using the map information included in the test database, and a scenario is produced by setting a movement path of virtual users and unit actions to be performed at a predetermined point on the test map.
- FIG. 3 is a diagram illustrating an exemplary embodiment of a user interface for creating a test map and producing a scenario.
- Map information is essential to create a virtual user that performs an action similar to an actual game client.
- a test map similar to an actual environment is created by searching for the map information and collecting height information, limited area information, and the like in advance.
- a first area 301 of FIG. 3 is a planimetric feature and topography texture interface for creating the test map.
- Each planimetric feature requires an attribute for checking whether an obstacle is present since a virtual user needs to make a detour such as avoiding the obstacle, ascending the obstacle, and the like when moving.
- a test scenario is produced by conceiving which action is to be performed at which point and where to move to using a second area 302 of FIG. 3 .
- a point at which a predetermined action is to be performed may be registered, and a diagram about a formation may be selected and arranged based on the registered point.
- a movement from one point to another point may be indicated by connecting the points using an arrow indicator, and a predetermined algorithm selection window may be displayed for a formation algorithm required for movement when selecting an arrow indicator.
- a unit action to be performed at each point may be selected and be arranged on a right unit action list of the second area 302 .
- an option selection window corresponding to the unit action may be displayed.
- parameters registered in the second area 202 of FIG. 2 may be displayed.
- a scenario script as illustrated in a third area 303 of FIG. 3 is automatically created.
- FIG. 4 is a diagram illustrating an exemplary embodiment of a user interface for testing and editing a scenario.
- a first area 401 of FIG. 4 is a window for verifying and changing an option parameter registered for each unit action
- a second area 402 is a window for displaying a scenario configuration on a test map.
- a third area 403 shows a created scenario script and a fourth area 404 shows parameter values associated with a line that is currently being executed.
- a user may edit the scenario by directly inputting data in the created text-type scenario script (the third area 303 of FIG. 3 and the third area 403 of FIG. 4 ).
- a fifth area 405 shows a scenario test progress state.
- the entire test schedule is established using the test database and the scenario.
- a test progress state is monitored while performing the entire test.
- FIG. 5 is a diagram illustrating a user interface for scheduling and monitoring the entire test.
- a game server and agent systems to be used for the test are registered in a first area 501 of FIG. 5 .
- Each of the agent systems executes a scenario by dividing virtual users based on a group unit.
- a second area 502 it is possible to set, for each virtual user group of a selected agent system, a scenario, the number of users, a server access, a login option, a logout option, a test continue condition, and the like.
- a hardware resource state for each agent system is monitored through the first area 501 and a scenario progress state for each virtual user group is monitored through a third area 503 .
- the third area 503 it is possible to verify, for each virtual user group, the number of current virtual users, an action currently being performed, a list of the entire actions to be performed, a scenario achievement rate, a test progress rate, and the like.
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Abstract
Disclosed is a method for a performance test of an online game server that may easily perform controlling of a virtual user and producing and editing of a scenario, and may monitor a test progress state. A method for a performance test of an online game server according to an exemplary embodiment of the present disclosure includes:
constructing a test database including virtual user information, unit action information, and map information by capturing a communication packet between a game server and a client; creating a test map that reflects an actual game environment using the map information; producing a scenario by setting a movement path of virtual users and unit actions to be performed at a predetermined point on the test map; establishing the entire test schedule using the test database and the scenario; and monitoring a test progress state.
Description
- This application is based on and claims priority from Korean Patent Application No. 10-2011-0107498, filed on Oct. 20, 2011, and Korean Patent
- Application No. 10-2012-0101720, filed on Sep. 13, 2012, with the Korean Intellectual Property Office, the disclosure of which is incorporated herein in its entirety by reference.
- The present disclosure relates to a method for a performance test of an online game server that enables controlling of a virtual user, producing and editing of a test scenario, and monitoring of a test progress state.
- A plurality of virtual users needs to be created for a performance test of an online game server. For the above purpose, a process of capturing a network communication packet between a game server and a client, extracting required information from captured data, and databasing the extracted information is required. The above technical description is disclosed in detail in Korea Patent Publication No. 10-2011-0061418.
- A virtual user controlling and scenario editing interface for a performance test of an online game server according to a related art has a content dependent characteristic. Therefore, every time content is changed, an interface needs to be changed. Since a text-based scenario editing method is used, a user who is inexperienced therein has a difficulty in using the text-based scenario editing method. It is impossible to verify a state of an agent system used to create a large scale of virtual users, and a test progress state according to a scenario.
- The present disclosure has been made in an effort to provide a method for a performance test of an online game server that may easily perform controlling of a virtual user and producing and editing of a scenario and may also specifically monitor a test progress state.
- An exemplary embodiment of the present disclosure provides a method for a performance test of an online game server, the method including: constructing a test database including virtual user information, unit action information, and map information by capturing a communication packet between a game server and a client; creating a test map that reflects an actual game environment using the map information; producing a scenario by setting a movement path of virtual users and unit actions to be performed at a predetermined point on the test map; establishing the entire test schedule using the test database and the scenario; and monitoring a test progress state.
- The method for the performance test of the online game server may further include performing a unit action control test of a virtual user based on the virtual user information and the unit action information, after constructing the test database.
- The method for the performance test of the online game server may further include testing a process in which the scenario is executed on the test map, and editing the scenario, after producing the scenario.
- The establishing of the entire test schedule may include: registering a game server and at least one agent system to be used for a test; allocating a virtual user group for each of the at least one agent system, and setting a scenario to be executed by a corresponding group; and setting, for each virtual user group, the number of virtual users, a server access, a login option, a logout option, and a test continue condition.
- The monitoring of the test progress state may monitor a hardware resource state about the game server and the at least one agent system to be used for the test and a scenario progress state for each virtual user group.
- The scenario progress state may include, for each virtual user group, information about the number of current virtual users, an action currently being performed, a list of entire actions to be performed, a scenario achievement rate, and a test progress rate.
- According to the exemplary embodiments of the present disclosure, it is possible to configure a user interface for a test of an online game server independently from content, and to simply produce and edit a test scenario using a method of arranging an image, such as a movement path, an obstacle, and the like, on a test map in an image form, instead of using a conventional text-based test map.
- According to the exemplary embodiments of the present disclosure, it is possible to perform a performance test of an online game server further easily and quickly while manifestly monitoring resource states of all of the systems used for a test and a scenario progress state for each virtual user group or individual.
- The foregoing summary is illustrative only and is not intended to be in any way limiting. In addition to the illustrative aspects, embodiments, and features described above, further aspects, embodiments, and features will become apparent by reference to the drawings and the following detailed description.
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FIG. 1 is a flowchart of a method for a performance test of an online game server according to an exemplary embodiment of the present disclosure. -
FIG. 2 is a diagram illustrating an exemplary embodiment of a user interface for a unit action control test of a virtual user. -
FIG. 3 is a diagram illustrating an exemplary embodiment of a user interface for creating a test map and producing a scenario. -
FIG. 4 is a diagram illustrating an exemplary embodiment of a user interface for testing and editing a scenario. -
FIG. 5 is a diagram illustrating a user interface for scheduling and monitoring the entire test. - In the following detailed description, reference is made to the accompanying drawing, which form a part hereof The illustrative embodiments described in the detailed description, drawing, and claims are not meant to be limiting. Other embodiments may be utilized, and other changes may be made, without departing from the spirit or scope of the subject matter presented here.
-
FIG. 1 is a flowchart of a method for a performance test of an online game server according to an exemplary embodiment of the present disclosure. - Referring to
FIG. 1 , the method for the performance test of the online game server according to an exemplary embodiment of the present disclosure includes a test database construction operation (S101), a unit action control test operation of a virtual user (S103), a test map creation operation (S105), a scenario production operation (S107), a scenario test and edition operation (S109), the entire test scheduling operation (S111), and a test progress state monitoring operation (S113). - In operation S101, a test database including virtual user information, unit action information, and map information is constructed by capturing a communication packet between a game server and a client, and defining required information in captured data. The above process is disclosed in detail in Korea Patent Publication No. 10-2011-0061418 and thus, a detailed description related thereto will be omitted here.
- In operation S103, a unit action control test of a virtual user is performed based on the virtual user information and the unit action information of the constructed test database.
-
FIG. 2 is a diagram illustrating an exemplary embodiment of a user interface for a unit action control test of a virtual user. As illustrated inFIG. 2 , a virtual user group and an agent system list may be displayed on a left side of afirst area 201 of the user interface, and a list of individual virtual users may be displayed on a right side of thefirst area 201. A unit action list of a virtual user included in the test database may be listed on a left side of asecond area 202. The unit action list may include login, move, attack, hunt, acquisition of an object, chatting, and the like. A right side of thesecond area 202 is a portion for registering an option parameter of each unit action. The unit action test may be performed using registered options. The registered options may be set to be displayed when a corresponding unit action is selected to produce a scenario. Currently, option parameters (a character name (CharName), a password (PW), a login server IP address (Address), and a login time interval (Delay)) about login are displayed on thesecond area 202 ofFIG. 2 . When performing a login test, the login test may be performed while changing a corresponding parameter value. Athird area 203 ofFIG. 2 is a portion for setting a network environment. A delay value, a drop value, a bandwidth value, and the like may be adjusted. Therefore, a test may be performed by creating an environment similar to a network in which a game is actually executed. - In operations S105 and S107, a test map that reflects an actual game environment is created using the map information included in the test database, and a scenario is produced by setting a movement path of virtual users and unit actions to be performed at a predetermined point on the test map.
-
FIG. 3 is a diagram illustrating an exemplary embodiment of a user interface for creating a test map and producing a scenario. Map information is essential to create a virtual user that performs an action similar to an actual game client. A test map similar to an actual environment is created by searching for the map information and collecting height information, limited area information, and the like in advance. Afirst area 301 ofFIG. 3 is a planimetric feature and topography texture interface for creating the test map. Each planimetric feature requires an attribute for checking whether an obstacle is present since a virtual user needs to make a detour such as avoiding the obstacle, ascending the obstacle, and the like when moving. When the test map creation is completed, a test scenario is produced by conceiving which action is to be performed at which point and where to move to using asecond area 302 ofFIG. 3 . Specifically, a point at which a predetermined action is to be performed may be registered, and a diagram about a formation may be selected and arranged based on the registered point. A movement from one point to another point may be indicated by connecting the points using an arrow indicator, and a predetermined algorithm selection window may be displayed for a formation algorithm required for movement when selecting an arrow indicator. A unit action to be performed at each point may be selected and be arranged on a right unit action list of thesecond area 302. When arranging a unit action, an option selection window corresponding to the unit action may be displayed. Here, parameters registered in thesecond area 202 ofFIG. 2 may be displayed. As described above, when arranging a diagram, a point, a unit action, a move arrow indicator, and the like on the test map, a scenario script as illustrated in athird area 303 ofFIG. 3 is automatically created. - In operation S109, a process in which the scenario is executed on the test map may be tested and the scenario may be edited.
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FIG. 4 is a diagram illustrating an exemplary embodiment of a user interface for testing and editing a scenario. Afirst area 401 ofFIG. 4 is a window for verifying and changing an option parameter registered for each unit action, and asecond area 402 is a window for displaying a scenario configuration on a test map. Athird area 403 shows a created scenario script and a fourth area 404 shows parameter values associated with a line that is currently being executed. A user may edit the scenario by directly inputting data in the created text-type scenario script (thethird area 303 ofFIG. 3 and thethird area 403 ofFIG. 4 ). Afifth area 405 shows a scenario test progress state. - In operations S111 and S113, the entire test schedule is established using the test database and the scenario. A test progress state is monitored while performing the entire test.
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FIG. 5 is a diagram illustrating a user interface for scheduling and monitoring the entire test. A game server and agent systems to be used for the test are registered in afirst area 501 ofFIG. 5 . Each of the agent systems executes a scenario by dividing virtual users based on a group unit. In asecond area 502, it is possible to set, for each virtual user group of a selected agent system, a scenario, the number of users, a server access, a login option, a logout option, a test continue condition, and the like. When the entire test starts, a hardware resource state for each agent system is monitored through thefirst area 501 and a scenario progress state for each virtual user group is monitored through athird area 503. Through thethird area 503, it is possible to verify, for each virtual user group, the number of current virtual users, an action currently being performed, a list of the entire actions to be performed, a scenario achievement rate, a test progress rate, and the like. - From the foregoing, it will be appreciated that various embodiments of the present disclosure have been described herein for purposes of illustration, and that various modifications may be made without departing from the scope and spirit of the present disclosure. Accordingly, the various embodiments disclosed herein are not intended to be limiting, with the true scope and spirit being indicated by the following claims.
Claims (8)
1. A method for a performance test of an online game server, the method comprising:
constructing a test database including virtual user information, unit action information, and map information by capturing a communication packet between a game server and a client;
creating a test map that reflects an actual game environment using the map information;
producing a scenario by setting a movement path of virtual users and unit actions to be performed at a predetermined point on the test map;
establishing an entire test schedule using the test database and the scenario; and
monitoring a test progress state.
2. The method of claim 1 , further comprising:
performing a unit action control test of a virtual user based on the virtual user information and the unit action information, after constructing the test database.
3. The method of claim 1 , further comprising:
testing a process in which the scenario is executed on the test map, and editing the scenario, after producing the scenario.
4. The method of claim 1 , wherein the establishing of the entire test schedule comprises:
registering a game server and at least one agent system to be used for a test;
allocating a virtual user group for each of the at least one agent system, and setting a scenario to be executed by a corresponding group; and
setting, for each virtual user group, the number of virtual users, a server access, a login option, a logout option, and a test continue condition.
5. The method of claim 4 , wherein the monitoring of the test progress state monitors a hardware resource state about the game server and the at least one agent system to be used for the test and a scenario progress state for each virtual user group.
6. The method of claim 5 , wherein the scenario progress state includes, for each virtual user group, information about the number of current virtual users, an action currently being performed, a list of entire actions to be performed, a scenario achievement rate, and a test progress rate.
7. The method of claim 1 , wherein the virtual user information includes a list of at least one virtual user group and/or individual virtual users.
8. The method of claim 1 , wherein the unit action information includes a list of actions to be performed by a virtual user in a game and at least one option corresponding to each of the actions that include login, movement, attack, hunt, acquisition of an object, and chatting.
Applications Claiming Priority (4)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| KR10-2012-0101720 | 2011-09-13 | ||
| KR20110107498 | 2011-10-20 | ||
| KR10-2011-0107498 | 2011-10-20 | ||
| KR1020120101720A KR20130043572A (en) | 2011-10-20 | 2012-09-13 | Method for performance test of online game server |
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