METHOD FOR PERFORMANCE TEST OF ONLINE GAME SERVER
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.
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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.
TECHNICAL FIELDThe 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.
BACKGROUNDA 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.
SUMMARYThe 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.
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.
Referring to
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.
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.
In operation S109, a process in which the scenario is executed on the test map may be tested and the scenario may be edited.
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.
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
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.
Type: Application
Filed: Oct 18, 2012
Publication Date: Mar 14, 2013
Applicant: Electronics and Telecommunications Research Institute (Daejeon)
Inventor: Electronics and Telecommunications Research In (Daejeon)
Application Number: 13/655,242
International Classification: A63F 9/24 (20060101);