US2013065694A1PendingUtilityA1

Method for performance test of online game server

Assignee: KOREA ELECTRONICS TELECOMMPriority: Sep 13, 2011Filed: Oct 18, 2012Published: Mar 14, 2013
Est. expirySep 13, 2031(~5.1 yrs left)· nominal 20-yr term from priority
H04L 67/131A63F 2300/5533A63F 2300/535G06F 11/3433G06F 2201/875A63F 2300/6009A63F 2300/572A63F 13/533A63F 13/35G06F 11/3495A63F 13/65
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Claims

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-modified
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.

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