Method for performance test of online game server
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.
Claims
exact text as granted — not AI-modified1 . 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.Join the waitlist — get patent alerts
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