Test case for game weak network test

First, let’s take a look at how the network difference will affect the game:

1. The delay is large, the PING value is high, the game screen is not synchronized, and all kinds of flying and hiding

Test case for game weak network test

2. The screen is stuck. (After getting stuck, the end is often hard to say)

Test case for game weak network test

3. Incomplete display

Test case for game weak network test

There are also some problems that are linked to money, the recharge cannot be received, and the exchange cannot be exchanged. Once these occur, it will be a serious operational accident.

Since we want to test, we must first formulate test standards, otherwise we cannot measure the results of the test after the test.

standard test

1. The program logic is sound enough, and the following phenomena cannot occur when the network is weak:

1. The client should not be stuck or crashed in the game

2. In-game recharge, purchase, and exchange cannot occur in the case of unequal receipt and delivery

3. There should be no UI and interaction problems in the game that cause the game to fail to proceed normally

4. The game can continue normally after disconnection and reconnection

2. In the case of weak network, there should be reasonable reminders

1. For games with strong interaction, in the case of poor network (high delay), players should be reminded in advance

2. During the game loading process, there is a waiting prompt (transfer to chrysanthemum)

3. After the network is disconnected, there will be a reconnection prompt

parameter settings

Test case for game weak network test

The figure above shows the parameters of a normal network. During the test, you can configure different parameters to simulate the network you want to test.

General configuration of abnormal network parameters:

  • Delay 100, Delay 200
  • Uplink packet loss 50%, downlink packet loss 50%, uplink packet loss 100%, downlink packet loss 100%

Test content

1. Needless to say, the test under normal network.

2. The game function is tested under different network (3G, 4G, 5G, wifi) switching.

3. The game function is tested under the condition of delay.

4. The game function is tested in the case of packet loss.

5. Combination test of the above 2, 3, 4 situations.

test focus

  • Game flow (for example: start, log in, enter the game, prepare/select players, skip process stages, game settlement, etc.)
  • Payment (for example: recharge, iOS should pay special attention to the situation that the pull-down is slow)
  • Currency-related purchases and rewards (for example: purchase of diamonds, purchase of props, game resurrection, etc.; daily rewards, task rewards, lottery, etc.)
  • State-related (for example: jump, refresh interface, refresh button, use skills, etc.)
  • Disconnection reconnection mechanism (for example: disconnection prompt, automatic reconnection, failure prompt, etc.)
  • Network-sensitive interactive functions (for example: real-time battles, multiple people must consider mutual influence, pay attention to synchronization schemes - frame synchronization/status synchronization, etc.)
  • Repeated operations per unit time (for example: fast repeated operations, under normal circumstances, there will be click restrictions)

Pay attention to the above content in scenarios such as uplink and downlink packet loss, timeout reconnection, network switching, and no network

Test case for game weak network test

After entering the test scene, open the current network parameters to be tested, and continue to observe the game performance or perform related operations.

For example: purchase item testing process

  • Turn on the uplink packet loss timeout, click buy after enabling it, and the chrysanthemum waiting for a response will appear at this time, observe the interface performance, under normal circumstances, there will be a network disconnection prompt for a certain period of time, and automatic reconnection will be triggered after the prompt, and reconnection fails n times. A prompt box will return to login.
  • Restore the normal network, click to buy again
  • Turn on the uplink packet loss timeout, click to buy continuously
  • Select 4G, switch to 3G, click buy immediately, switch to 4G, click buy again
  • Under the 2G/3G/4G network parameters, purchase items and observe the experience

misunderstanding

Weak network ≠ abnormal interruption

Abnormal interruption will trigger disconnection and reconnection (physical interruption, non-physical interruption)

There are 2 types of disconnection reconnection, the first is reconnection from login (cold start) (kill process), the second is reconnection during the process (hot start) (timeout reconnection, fast reconnection after wifi disconnection)

 Hot start/cold start, process presence/absence, need to reload.

Reconnection due to packet loss and timeout on weak networks belongs to disconnection reconnection in non-physical interruption.

In routine tests, physical abnormal interruptions (killing processes, disconnecting wifi, and text messages) need to be tested.

Uplink and downlink packet loss ≠ network disconnection (100% uplink and downlink packet loss)

Network disconnection is like blocking the road; packet loss in uplink and downlink is like one-way traffic.

 

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Origin blog.csdn.net/MXB1220/article/details/132236121