Game testing method and device and electronic equipment
By cloud-based processing of the game package on the game server and real-time collection and analysis of the test environment information, the problem of difficulty in game package leakage and real-time tracking and analysis in game testing is solved, and high-security game testing is achieved.
Patent Information
- Application Number
- CN202411499584.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-24
- Publication Date
- 2025-03-07
AI Technical Summary
The existing game testing methods have the risk of game package leakage, and it is difficult to track and analyze user experience and feedback during testing in real time.
By cloud-based processing of the game package of the target game running on the game server, the rendered game screen is compressed and transmitted to the cloud through the network, and the test end obtains the game screen from the cloud for game testing. At the same time, the testing environment information and audio and video data are collected and analyzed in real time, and the leakage risk prevention is carried out based on these data. If the leakage risk is detected, the test will be terminated.
Real-time monitoring and analysis of the game testing environment is realized, potential leakage risks are quickly identified, and response measures are taken automatically, which improves the security of the game and reduces the risk of attacks and stolen in the development and testing stages.
Smart Images

Figure CN119576758A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the technical field of game development, and in particular to a game testing method, device and electronic device. Background Art
[0002] In the game industry, user testing is an important means to help game production teams understand product applications and assist in product tuning. A product requires a lot of user testing throughout its life cycle from design and development to operational iteration. In related technologies, the services provided by the preset platform can be used to enable game developers to publish their games on the preset platform. The preset platform needs to be connected to the self-developed software on the basis of the game package before the recording function can be realized. During the test, their game process will be recorded and feedback will be provided. These feedbacks include problems they encountered in the game, game experience and suggestions. In addition, game testing can also be performed through game testing tools. The game testing tool collects performance data by detecting game code, executes test scripts to simulate user interactions, analyzes data to identify trends and anomalies, generates comprehensive reports containing optimization and error fixing suggestions, and automates the testing process to ensure faster and more reliable game development. However, all of the above methods require the game package to be placed on the test device, and there is a risk of game package leakage. Summary of the invention
[0003] The purpose of the present disclosure is to provide a game testing method, device and electronic equipment to improve the reliability and safety of game testing.
[0004] In a first aspect, the present disclosure provides a game testing method, which includes: cloud processing a game package of a target game running on a game server, so that the game server compresses the rendered game screen and transmits it to the cloud via a network, and a test terminal obtains the game screen from the cloud for game testing; in the process of game testing on the test terminal, obtaining environmental information of the test terminal and audio and video data for the target game from the test terminal; performing leakage risk detection on the test terminal based on the environmental information and audio and video data, and terminating the game test of the test terminal if a leakage risk is detected on the test terminal.
[0005] In the second aspect, the present disclosure provides a game testing device, which includes: a game cloud module, which is used to perform cloud processing on the game package of the target game running on the game server, so that the game server compresses the rendered game screen and transmits it to the cloud through the network, and the test end obtains the game screen from the cloud to perform game testing; a data acquisition module, which is used to obtain environmental information of the test end and audio and video data for the target game from the test end during the process of performing game testing on the test end; a risk detection module, which is used to perform leakage risk detection on the test end based on the environmental information and audio and video data, and terminate the game test of the test end if it is detected that there is a leakage risk on the test end.
[0006] In a third aspect, the present disclosure provides an electronic device, which includes a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game testing method.
[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game testing method.
[0008] The embodiments of the present disclosure bring the following beneficial effects:
[0009] The present disclosure provides a game testing method, device and electronic device, which first performs cloud processing on the game package of the target game running on the game server, so that the game server compresses the rendered game screen and transmits it to the cloud through the network, and the test end obtains the game screen from the cloud for game testing; in the process of the game testing on the test end, the environment information of the test end and the audio and video data for the target game are obtained from the test end; then, based on the environment information and audio and video data, the test end is tested for leakage risk, and if the test end is detected to have leakage risk, the game test of the test end is terminated. This method can collect and analyze information in the test environment in real time, quickly identify potential leakage risks, and automatically take corresponding response measures, thereby improving the security of the game and reducing the risk of the game being attacked and stolen during the development and testing stages.
[0010] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by implementing the above-mentioned technology of the present disclosure.
[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, the following specifically cites preferred implementation modes and describes them in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0013] Figure 1 A flowchart of a game testing method provided by an embodiment of the present disclosure;
[0014] Figure 2 A flow chart of a cloud-based anti-leakage online game test provided by an embodiment of the present disclosure;
[0015] Figure 3 A schematic diagram of the structure of a game testing device provided by an embodiment of the present disclosure;
[0016] Figure 4 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0017] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all the embodiments. The components of the embodiments of the present disclosure described and shown in the drawings here can be arranged and designed in various different configurations.
[0018] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure claimed for protection, but merely represents selected embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present disclosure.
[0019] In the gaming industry, user testing is an important means to help the game production team understand the product application and assist in product tuning. A product requires a lot of user testing throughout its life cycle from design and development to operational iteration, and user testing in the traditional gaming industry is generally divided into three types: lab testing, CBT (Closed Beta Test) and channel testing.
[0020] The main purpose of laboratory testing is micro-tuning analysis, and it is generally aimed at offline testing with less than 50 people. Its small scale and easy organization make laboratory testing possible throughout the entire life cycle of product development and operation. CBT and channel testing, on the other hand, are aimed at macro data diagnosis, and the required test sample size needs to reach a certain scale, generally with more than 500 people as the standard. Due to the difficulty of player recruitment and organization, online testing is often used. This also leads to the inability to perform sliced standard fixed-frequency testing during the long period of time from mass production preparation to iterative adjustment, so as to help the production team determine whether the product status is on track.
[0021] For medium-sized user recruitment and game testing of 50 to 500 people, according to the actual scale of user testing, it is divided into 50 to 100 people and 100 to 500 people, and different execution methods are adopted for each:
[0022] 1. A method of offline laboratory testing with 50 to 100 people rotating in multiple locations is also called "100-person testing". However, this method has high organizational costs and requires a large number of users to be recruited. It requires preparation 1 to 2 months in advance, and a single test lasts 1 to 4 hours. Players do not have the game package, so operational prediction data such as retention cannot be collected.
[0023] 2. For a scale of 100 to 500 people, community operation is usually adopted, and user testing is carried out in the form of online package distribution, also known as "small-scale limited number testing". Players are generally maintained by creating online communities. However, this method has poor compatibility, interferes with players during the installation and experience stages of the game package, and online package distribution is prone to package leakage; at the same time, this method prioritizes research granularity, cannot observe player experience in real time, and is difficult to verify through players' real-time game screens.
[0024] Whether it is a scale of 50 to 100 people or a scale of 100 to 500 people, there are certain limitations, mainly reflected in high organizational costs, difficulty in player model adaptation, product confidentiality, etc. Therefore, there is an urgent need for a technology that can: quickly and accurately complete the recruitment of medium-sized target players; avoid the interference of performance problems and experience problems caused by the adaptation of different player models on user testing; ensure the confidentiality of product content during user testing to avoid the leakage of unpublished content; track the experience, feedback, retention, etc. of the user testing process in real time, and conduct intelligent analysis and diagnosis.
[0025] Based on this, two game testing methods are provided in the relevant technology:
[0026] Method 1: The services provided by a preset platform (for example, the PlaytestCloud platform) enable game developers to publish their games to the preset platform. The preset platform needs to connect to the self-developed software based on the game package to realize the recording function. The Android package automatically embeds functions in the game package. The iOS package needs to integrate the SDK in the game first, and then upload it to testFlight for players to download. Then recruit real players to test these games. During the test, the integrated SDK will record their game process and provide feedback, including problems they encountered in the game, game experience and suggestions. These feedbacks and recorded game processes will be uniformly provided to game developers to help them improve the user experience and functions of the game. The preset platform provides a simple way for developers to get direct feedback from real players on their games, thereby improving the quality of the game.
[0027] The second method is to conduct game testing through game testing tools, which collect performance data by detecting game code, execute test scripts to simulate user interactions, analyze data to identify trends and anomalies, generate comprehensive reports containing optimization and bug fix suggestions, and automate the testing process to ensure faster and more reliable game development. After collecting test data, the testing tool will generate a corresponding test report to analyze and evaluate the test results.
[0028] However, the limitation of method 1 is that it is not an embedded download. You need to download and install the package directly to the mobile phone. There is no anti-unpacking measure, and it can only be done through security measures (access to SDK); the second limitation is that you can record audio and screen during the test, but if you delete the game before the upload is completed, the recording content will be lost, and the recording and in-game voice cannot exist at the same time; the third limitation is that the iOS game does not support in-game distribution tasks, and tasks can only be issued in the test app. Players need to switch back and forth between the test app and the game app. Limitation 1 of method 2 is the same as method 1. There is a risk of package leakage. Limitation 2 does not support audio and screen recording, and cannot record the entire game process and the feelings of players in the middle. It only adds data points and counts player behavior; Limitation 3 does not support in-game distribution task pop-ups.
[0029] Based on the above problems, the embodiments of the present disclosure provide a game testing method, device and electronic device. The technology can be applied to testing scenarios of various games and non-game products.
[0030] In order to facilitate understanding of the embodiments of the present disclosure, a game testing method provided by the embodiments of the present disclosure is first described in detail. Figure 1 As shown, the method includes the following specific steps:
[0031] Step S102, cloud processing is performed on the game package of the target game running on the game server, so that the game server compresses the rendered game screen and transmits it to the cloud through the network, and the test end obtains the game screen from the cloud for game testing.
[0032] In specific implementation, the cloudification of games refers to porting all aspects of the game, including the game's core functions such as storage, computing, and rendering, to the cloud for processing, and then transmitting the game screen and data to the player's terminal device (equivalent to the above-mentioned test terminal) through cloud technology, and the player obtains the game experience through cloud streaming. Specifically, the above-mentioned cloudification processing is to compress the rendered game screen of the game package running on the game server through the network and transmit it to the cloud through the cloud gaming technology. The player's terminal device does not need any high-end processors and graphics cards, but only needs basic video decompression capabilities to experience cloud gaming.
[0033] In actual applications, after the target game running on the game server is cloud-processed, a corresponding acquisition connection for the target game will be generated, and players can experience the game by accessing the corresponding acquisition connection for the target game. This method uses cloud technology to enable games that need to participate in the test to be quickly deployed and expanded in the cloud. Players can perform cloud testing anytime and anywhere through the application provided by the present disclosure without relying on specific hardware or software environments, which increases the flexibility and convenience of testing. At the same time, this method processes the game package through cloud technology, and the player's terminal device only needs to access the cloud game to experience the game, avoiding the package leakage problem of the package download method.
[0034] Step S104, during the process of the test end performing the game test, the environment information of the test end and the audio and video data of the target game are obtained from the test end.
[0035] When players are testing games through the test end, they will experience the game in the cloud. At this time, the server will obtain the environment information of the test end and the audio and video data generated by the players in the process of testing the target game from the test end in real time. The audio and video data at least includes: voice data formed by the sound emitted by the players in the game process, and game screen recording data, which is all the game screens generated by the players in the game process recorded in the test end.
[0036] The above-mentioned environment information is used to indicate the operating environment of the test terminal. In a specific embodiment, the above-mentioned environment information includes at least one of the following: system hardware configuration information, network connection status and IP address, a list and status of other applications running in the test terminal, the status and usage of audio input and output devices, and the status and activity record of video capture devices.
[0037] Step S106, performing leakage risk detection on the test end based on the environmental information and audio and video data. If it is detected that the test end has leakage risk, the game test of the test end is terminated.
[0038] In specific implementation, during the game testing process on the test end, the environmental information of the test end will be continuously collected in real time, and the audio and video acquisition technology will be used to collect and record the audio and video data during the game testing process in real time. The collected environmental information and audio and video data will be transmitted to the cloud server, and the preset algorithm will be used for real-time analysis to analyze whether there is a potential leakage risk on the test end. When a potential risk is detected (that is, there is a leakage risk), the test end will receive a stop notification, and then close the target game and return to the homepage, thereby terminating the game test on the test end. When no potential risk is detected, the test end can continue to play the game until the specified test time is reached. This method collects the environmental information and audio and video data of the test end in real time, relies on anomaly detection algorithms, identifies user leakage risks, and prevents users from spreading unpublished game content to the external network.
[0039] The disclosed embodiments provide a game testing method that can collect and analyze information in a test environment in real time, quickly identify potential leakage risks, and automatically take corresponding response measures, thereby improving the security of the game and reducing the risk of the game being attacked and stolen during the development and testing stages.
[0040] The following embodiments are used to describe the method of preventing game leakage.
[0041] In an optional embodiment, the game screen obtained by the test end from the cloud includes a watermark, and the specific display style of the watermark can be determined according to R&D requirements. Specifically, this method adds a watermark to the game screen displayed by the test end, thereby preventing the test user (equivalent to the player) from taking screenshots or recording the game screen, and also increases the traceability channel for screen leakage.
[0042] In addition, the present invention has also independently developed the collection and analysis technology of the test end environment information. This technology aims to effectively identify and prevent potential data leakage risks by real-time monitoring and analysis of various environmental parameters and audio and video information of the test end, and provide a more solid guarantee for the security and confidentiality of the online game test environment.
[0043] In specific implementation, the specific process of anti-leakage risk detection of the test end based on environmental information and audio and video data may include: based on preset detection rules, environmental information and audio and video data, identifying whether there is abnormal data or abnormal behavior in the test end; wherein, if there is abnormal data or abnormal behavior, determining that the test end has a leakage risk. The above-mentioned preset detection rules can be determined according to test requirements or R&D requirements. For example, the preset detection rules can be to identify whether the environmental information contains abnormal network connection data, or to identify whether the audio and video data contains abnormal voice or abnormal picture, etc., or to identify whether the test end has illegal recording, screenshots or abnormal behavior of transmitting game data, etc.
[0044] In a specific embodiment, the preset detection rules include at least one of the following: determining whether there is an unauthorized network connection test terminal (also referred to as abnormal network activity), determining whether there is abnormal data transmission at the test terminal, and determining whether there is abnormal data in the audio and video data or whether the audio and video data is recorded or broadcasted by other systems. Among them, the above-mentioned abnormal data transmission includes but is not limited to game resources corresponding to the target game in the test terminal being uploaded to other devices; the abnormal data in the above-mentioned audio and video data includes but is not limited to illegal voices, sensitive words and illegal pictures, etc. The above-mentioned other systems are systems other than the test system used in the present disclosure, which can be external applications or software, etc.
[0045] The above method adopts innovative anti-leakage technology to effectively prevent the leakage of sensitive information during the testing process, including game packages, game content, user data, etc., thereby protecting the intellectual property rights of game developers and the privacy security of test users.
[0046] The following embodiment is used to describe the processing method after the game test is completed.
[0047] Specifically, when the game test of the test end is terminated, an alarm message is sent to a designated system. The designated system can be determined according to the research and development requirements, for example, the designated system can be an administrator's mailbox, a designated application or computer software, etc.
[0048] In a specific embodiment, when potential risks are detected in game testing, the system will immediately trigger an early warning mechanism, including sending an alarm notification to the administrator and automatically interrupting the test session. After receiving the early warning notification, the administrator can quickly intervene in the investigation, confirm the nature and scope of the risk, and manually adjust and close the game of the current test player. The test end can terminate the game test immediately after receiving the alarm.
[0049] Furthermore, if the game test is finished, the audio and video data is saved, and a test report corresponding to the target game is generated based on the audio and video data. In specific implementation, after the game test is finished, the acquired audio and video data will be saved in a preset database for subsequent call or verification, and the audio and video data will also be analyzed and processed to generate a test report corresponding to the target game. The template corresponding to the test report can be determined according to the R&D requirements, and the test results contained in the test report are determined based on the audio and video data.
[0050] Specifically, the above-mentioned audio and video data include voice data and game screen recording data; wherein, the voice data includes audio data and the acquisition time corresponding to the audio data; the game screen recording data includes the game screen and the recording time corresponding to the game screen; this method records the player's voice through the form of cloud-recorded video and the test end, thereby fully preserving the player's experience process.
[0051] Based on the above description, the specific process of generating a test report corresponding to the target game based on audio and video data may include: converting voice data into text data, and determining the emotional tendency corresponding to the text data based on the text data; obtaining target game screen recording data that matches the acquisition time corresponding to the audio data from the game screen recording data, and determining the game plot events contained in the target game screen recording data; generating a test report corresponding to the target game based on the emotional tendency and game plot events corresponding to the text data.
[0052] In specific implementation, feature extraction and sentiment analysis can be performed on text data to obtain the sentiment tendency corresponding to the text data, which can be any one of multiple preset sentiments, through which the player's gaming experience can be understood. Since the game screen recording data includes the game screen, the game plot events contained in the game screen can be determined based on the game content in the game screen.
[0053] For example, when testing and analyzing data, voice data is converted into text data based on speech recognition technology, and text preprocessing is performed on the converted text data, including removing stop words (such as meaningless words), punctuation processing, text segmentation, stem extraction, word vector conversion, etc. to clean and normalize the converted text. In sentiment analysis, feature extraction uses text embedding Word2Vec to convert text data into numerical features, and the processed text is input into the trained sentiment classification model. The model will output the sentiment tendency corresponding to the text data. According to the sentiment analysis results, it can be applied to multiple scenarios, and then the sentiment classification model based on machine learning is used to perform sentiment analysis on the text data after speech conversion to identify the positive or negative emotions of the players. Then, according to the acquisition time corresponding to the voice data, the video analysis technology is used to extract the game screen recording data and game plot events corresponding to the acquisition time, and the data of multiple modes such as text, voice, and video images are combined for analysis to achieve more comprehensive test data analysis.
[0054] Furthermore, during the process of game testing on the test end, a questionnaire filling report is obtained from the test end; wherein, the questionnaire filling report is generated by the test end based on user input operations acting on a preset questionnaire; based on this, after generating a test report corresponding to the target game based on audio and video data, the test report is updated based on the questionnaire filling report to obtain an updated test report.
[0055] In the specific implementation, players can fill in the preset questionnaire displayed in the test terminal during the test of the target game to generate a questionnaire report. After the test is completed, the questionnaire report and audio and video data are automatically stored in the preset database, and then prompt information is constructed based on the questionnaire report, and the test report is summarized from the questionnaire report using the large language model, and an updated test report is generated based on the summarized test report and the test report generated based on the audio and video data.
[0056] In a specific embodiment, a task box can be suspended on the top of all game interfaces in the test terminal to synchronize tasks with games, and players do not need to switch apps back and forth to fill out preset questionnaires.
[0057] The above method can perform intelligent analysis on the acquired test data, that is, based on artificial intelligence and big data technology, it can collect players' test data (including the above audio and video data and questionnaire completion report) in real time, and perform automatic analysis to form a data summary of the test sample and the final test report.
[0058] The following embodiments are used to describe the method of recruiting test players.
[0059] Specifically, the present disclosure can also perform feature extraction on audio and video data to obtain a user portrait corresponding to the target game account logged in by the test end; based on preset label rules, based on the user portrait and the game features of the target game, generate a feature label corresponding to the target game account.
[0060] In specific implementation, user portraits are virtual representations of real users, used to describe and represent the characteristics and behavior patterns of the target user group. Through multi-dimensional data collection and analysis, user portraits can characterize user attributes, behaviors and preferences, and help product design and operations better meet user needs. Specifically, the user portrait corresponding to the target game account is used to indicate the characteristics and behavior patterns of players who register or use the target game account to play the target game. The above-mentioned feature tags can be any one or more of a plurality of preset tags, and the above-mentioned preset tag rules can be determined according to R&D needs. For example, the preset tag rules can be to determine the feature tag corresponding to the target game account from a plurality of preset tags based on the user portrait; it can also be to determine the keywords in the user portrait as the feature tag corresponding to the target game account, etc.
[0061] Furthermore, before testing the target game, it is also necessary to select a target game account that meets the preset test conditions from multiple game accounts based on the feature tags corresponding to the multiple game accounts, so that the test end can log in to the target game account to test the game. The above preset test conditions can be determined according to the test requirements. For example, the preset test conditions include accurate screening based on age, gender, game preference, city, game proficiency, krypton gold ability, etc.
[0062] In practical applications, player recruitment technology first collects and analyzes the behavioral data of test players through carefully designed game test scenarios. These data cover multiple dimensions such as game duration, level performance, social interaction, and consumption habits, providing a solid foundation for in-depth understanding of player behavior and preferences. Next, using data mining and machine learning algorithms, key features are extracted from the test data obtained during the test game process, and personalized feature labels are generated for the game account corresponding to each test player. These feature labels can be "strategy master" and "social expert", which not only accurately depict the player's game style, but also provide clear guidance for subsequent recruitment work. Based on these feature labels, a comprehensive and sophisticated user label system can be constructed, which can fully reflect the player's game behavior and preferences. In the recruitment process, according to the market positioning and promotion needs of the game, potential players who meet the preset test conditions are screened from the user label system, and personalized recruitment information is tailored for them. This precise recruitment method can not only improve the efficiency and success rate of recruitment, but also significantly reduce the recruitment cost. At the same time, these data analyses based on the real behavior of players also provide valuable reference for the continuous optimization and iteration of game products. This method lowers the threshold for games with chronic diseases to participate in testing, allowing more games with chronic diseases to participate in game testing, thereby increasing the diversity and comprehensiveness of user feedback.
[0063] like Figure 2 FIG. 1 is a flow chart of a cloud-based anti-leakage online game test provided by an embodiment of the present disclosure. Figure 2 The test configuration in refers to the configuration of the test task on the configuration platform, such as the configuration of the test game id, test name, preset questionnaire content, test duration, and test player account. Game cloudification refers to the R&D personnel cloudifying the game package through cloud technology and uploading the game screen to the cloud. Player recruitment refers to finding players who meet the requirements from multiple players based on the characteristic tags of each player and sending an invitation to the player. Test data analysis technology is based on artificial intelligence and big data technology. It performs automated analysis based on the real-time collected test data to form the final test report. The test data here will affect the determination of the player's characteristic tags. Game testing is mainly used for user research, and the results of user research (that is, the above-mentioned test report) are used to assist the game end in targeted optimization. Anti-leakage technology effectively identifies and prevents potential data leakage risks by real-time monitoring and analysis of various environmental parameters and audio and video information of the client, providing a more solid guarantee for the security and confidentiality of the online game test environment.
[0064] The above approach solves several core challenges currently faced by the online game testing field:
[0065] 1. Construction of an efficient and secure cloud testing environment: With the rapid development of the game industry, traditional game testing methods have been unable to meet the needs of efficiency, flexibility and security. This disclosure introduces advanced cloud technology to build an efficient, scalable and secure cloud game testing environment for a refined recruited user group. This environment can not only simulate real game running scenarios, but also ensure that product content is not leaked during user testing through a tight anti-leakage mechanism, thereby protecting the intellectual property rights and trade secrets of game developers.
[0066] 2. Real-time data collection and intelligent analysis: Traditional game testing often relies on manual collection and analysis of user feedback, which is not only inefficient but may also miss important user experience information. This disclosure innovatively realizes the real-time collection of various experience data during user testing, and uses intelligent analysis technology to deeply mine and process these data. This function not only improves testing efficiency, but also provides the production team with more comprehensive and accurate product performance evaluation and user behavior analysis, providing strong support for subsequent product optimization and iteration.
[0067] 3. Comprehensive product optimization and diagnostic support: Based on real-time collection and intelligent analysis of user experience data (equivalent to the above test data), this disclosure can provide comprehensive product optimization and diagnostic support for game production teams. Through comprehensive analysis of data, the production team can quickly locate problems and deficiencies in the product and formulate targeted optimization plans. In addition, this disclosure can also provide the production team with advanced functions such as user preference analysis and market trend forecasting, helping the team to better grasp market demand and user dynamics, and improve product competitiveness and user satisfaction.
[0068] 4. Comprehensive management of leakage risk: In an increasingly complex network environment, the risk of leakage in the game testing process is becoming increasingly prominent. This disclosure is deeply aware of this, so a comprehensive leakage risk management mechanism is incorporated into the design from the beginning. This includes but is not limited to data encryption transmission, strict control of access rights, abnormal behavior monitoring and early warning, etc. Through the implementation of this series of measures, this disclosure effectively reduces the potential risks caused by data leakage, provides game developers with a more secure and reliable testing platform, and ensures the smooth progress of the testing process and the strict confidentiality of product information.
[0069] In summary, this disclosure promotes technological progress and industrial upgrading in the field of online game testing by building an efficient and secure cloud testing environment, realizing the collection and intelligent analysis of real-time experience data, and providing comprehensive product optimization and diagnostic support. The possible application scenarios and development directions of this technical solution in the future include cross-platform testing, global testing, etc.
[0070] Corresponding to the above method embodiment, the present disclosure also provides a game testing device, such as Figure 3 As shown, the device comprises:
[0071] The game cloud module 30 is used to perform cloud processing on the game package of the target game running on the game server, so that the game server can compress the rendered game screen and transmit it to the cloud through the network, and the test end can obtain the game screen from the cloud for game testing.
[0072] The data acquisition module 31 is used to acquire the environment information of the test end and the audio and video data of the target game from the test end during the process of the game test on the test end.
[0073] The risk detection module 32 is used to perform leakage risk detection on the test end based on environmental information and audio and video data. If it is detected that the test end has leakage risk, the game test of the test end is terminated.
[0074] The above-mentioned game testing device can collect and analyze information in the test environment in real time, quickly identify potential leakage risks, and automatically take corresponding response measures, thereby improving the security of the game and reducing the risk of the game being attacked and stolen during the development and testing stages.
[0075] In a specific implementation, the game screen obtained by the above-mentioned test end from the cloud includes a watermark logo.
[0076] Furthermore, the risk detection module 32 is used to: identify whether there is abnormal data or abnormal behavior in the test end based on preset detection rules, environmental information and audio and video data; if there is abnormal data or abnormal behavior, determine that there is a leakage risk in the test end.
[0077] Furthermore, the above-mentioned environmental information includes at least one of the following: system hardware configuration information, network connection status and IP address, a list and status of other applications running in the test terminal, the status and usage of audio input and output devices, and the status and activity records of video capture devices.
[0078] Furthermore, the above-mentioned preset detection rules include at least one of the following: determining whether there is an unauthorized network connection test terminal, determining whether there is abnormal data transmission at the test terminal, determining whether there is abnormal data in the audio and video data, or whether the audio and video data is recorded or broadcast live by other systems.
[0079] Furthermore, the above-mentioned device also includes an alarm module, which is used to: send an alarm message to a designated system when terminating the game test of the test end.
[0080] Furthermore, the above-mentioned device also includes a report generation module, which is used to: if the game test is completed, save the audio and video data, and generate a test report corresponding to the target game based on the audio and video data.
[0081] Furthermore, the above-mentioned audio and video data include voice data and game screen recording data; wherein the voice data includes audio data and the acquisition time corresponding to the audio data; based on this, the above-mentioned report generation module is used to: convert the voice data into text data, and determine the emotional tendency corresponding to the text data based on the text data; obtain the target game screen recording data that matches the acquisition time corresponding to the audio data from the game screen recording data, and determine the game plot events contained in the target game screen recording data; generate a test report corresponding to the target game based on the emotional tendency and game plot events corresponding to the text data.
[0082] Furthermore, the above-mentioned device also includes a questionnaire acquisition module, which is used to: obtain a questionnaire filling report from the test end during the process of game testing on the test end; wherein the questionnaire filling report is generated by the test end based on user input operations acting on a preset questionnaire; based on this, the above-mentioned device also includes a report update module, which is used to: after generating a test report corresponding to the target game based on audio and video data, update the test report based on the questionnaire filling report to obtain an updated test report.
[0083] Furthermore, the above-mentioned device also includes a label marking module, which is used to: extract features from audio and video data to obtain a user portrait corresponding to the target game account logged in by the test end; based on preset label rules, based on the user portrait and the game features of the target game, generate a feature label corresponding to the target game account.
[0084] Furthermore, the above-mentioned device also includes an account selection module, which is used to: before testing the target game, based on the feature tags corresponding to the multiple game accounts, select a target game account that meets the preset test conditions from multiple game accounts, so that the test end logs in to the target game account to perform game testing.
[0085] The game testing device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding contents in the aforementioned method embodiment.
[0086] The present disclosure also provides an electronic device, such as Figure 4 As shown, the electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game testing method.
[0087] Specifically, the above-mentioned game testing method includes: cloud processing of the game package of the target game running on the game server, so that the game server compresses the rendered game screen and transmits it to the cloud through the network, and the test end obtains the game screen from the cloud for game testing; in the process of game testing on the test end, obtains the environmental information of the test end and the audio and video data for the target game from the test end; based on the environmental information and audio and video data, the test end is detected for leakage risk, and if it is detected that the test end has a leakage risk, the game test of the test end is terminated.
[0088] The above-mentioned game testing method can collect and analyze information in the test environment in real time, quickly identify potential leakage risks, and automatically take corresponding response measures, thereby improving the security of the game and reducing the risk of the game being attacked and stolen during the development and testing stages.
[0089] In an optional embodiment, the game screen obtained by the above-mentioned test end from the cloud includes a watermark logo.
[0090] In an optional embodiment, the above-mentioned step of performing leakage risk detection on the test end based on environmental information and audio and video data includes: based on preset detection rules, environmental information and audio and video data, identifying whether there is abnormal data or abnormal behavior in the test end; wherein, if there is abnormal data or abnormal behavior, it is determined that there is a leakage risk in the test end.
[0091] In an optional embodiment, the above-mentioned environmental information includes at least one of the following: system hardware configuration information, network connection status and IP address, a list and status of other applications running in the test terminal, the status and usage of audio input and output devices, and the status and activity records of video capture devices.
[0092] In an optional embodiment, the above-mentioned preset detection rules include at least one of the following: determining whether there is an unauthorized network connection test terminal, determining whether there is abnormal data transmission at the test terminal, determining whether there is abnormal data in the audio and video data, or whether the audio and video data is recorded or broadcast live by other systems.
[0093] In an optional embodiment, the above method further includes: sending an alarm message to a designated system when terminating the game test of the test end.
[0094] In an optional embodiment, the above method also includes: if the game test is completed, saving the audio and video data, and generating a test report corresponding to the target game based on the audio and video data.
[0095] In an optional embodiment, the above-mentioned audio and video data includes voice data and game screen recording data; wherein the voice data includes audio data and the acquisition time corresponding to the audio data; based on this, the above-mentioned step of generating a test report corresponding to the target game based on the audio and video data includes: converting the voice data into text data, and determining the emotional tendency corresponding to the text data based on the text data; from the game screen recording data, obtaining the target game screen recording data that matches the acquisition time corresponding to the audio data, and determining the game plot events contained in the target game screen recording data; generating a test report corresponding to the target game based on the emotional tendency and game plot events corresponding to the text data.
[0096] In an optional embodiment, the method further includes: obtaining a questionnaire filling report from the test end during the game testing process; wherein the questionnaire filling report is generated by the test end based on the user input operation acting on the preset questionnaire. Based on this, after the step of generating a test report corresponding to the target game based on the audio and video data, the test report is updated based on the questionnaire filling report to obtain an updated test report.
[0097] In an optional embodiment, the above method also includes: extracting features from audio and video data to obtain a user portrait corresponding to the target game account logged in by the test end; based on preset label rules, based on the user portrait and game features of the target game, generating a feature label corresponding to the target game account.
[0098] In an optional embodiment, before testing the target game, the above method also includes: based on feature tags corresponding to multiple game accounts, selecting a target game account that meets preset test conditions from multiple game accounts, so that the test end logs in to the target game account to perform game testing.
[0099] Further, Figure 4 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .
[0100] The memory 100 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 4Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0101] The processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 101. The above processor 101 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The disclosed methods, steps and logic block diagrams in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and completes the steps of the method of the above embodiment in combination with its hardware.
[0102] The embodiments of the present disclosure also provide a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game testing method. The specific implementation can be found in the method embodiment, which will not be repeated here.
[0103] Specifically, the above-mentioned game testing method includes: cloud processing of the game package of the target game running on the game server, so that the game server compresses the rendered game screen and transmits it to the cloud through the network, and the test end obtains the game screen from the cloud for game testing; in the process of game testing on the test end, obtains the environmental information of the test end and the audio and video data for the target game from the test end; based on the environmental information and audio and video data, the test end is detected for leakage risk, and if it is detected that the test end has a leakage risk, the game test of the test end is terminated.
[0104] The above-mentioned game testing method can collect and analyze information in the test environment in real time, quickly identify potential leakage risks, and automatically take corresponding response measures, thereby improving the security of the game and reducing the risk of the game being attacked and stolen during the development and testing stages.
[0105] In an optional embodiment, the game screen obtained by the above-mentioned test end from the cloud includes a watermark logo.
[0106] In an optional embodiment, the above-mentioned step of performing leakage risk detection on the test end based on environmental information and audio and video data includes: based on preset detection rules, environmental information and audio and video data, identifying whether there is abnormal data or abnormal behavior in the test end; wherein, if there is abnormal data or abnormal behavior, it is determined that there is a leakage risk in the test end.
[0107] In an optional embodiment, the above-mentioned environmental information includes at least one of the following: system hardware configuration information, network connection status and IP address, a list and status of other applications running in the test terminal, the status and usage of audio input and output devices, and the status and activity records of video capture devices.
[0108] In an optional embodiment, the above-mentioned preset detection rules include at least one of the following: determining whether there is an unauthorized network connection test terminal, determining whether there is abnormal data transmission at the test terminal, determining whether there is abnormal data in the audio and video data, or whether the audio and video data is recorded or broadcast live by other systems.
[0109] In an optional embodiment, the above method further includes: sending an alarm message to a designated system when terminating the game test of the test end.
[0110] In an optional embodiment, the above method also includes: if the game test is completed, saving the audio and video data, and generating a test report corresponding to the target game based on the audio and video data.
[0111] In an optional embodiment, the above-mentioned audio and video data includes voice data and game screen recording data; wherein the voice data includes audio data and the acquisition time corresponding to the audio data; based on this, the above-mentioned step of generating a test report corresponding to the target game based on the audio and video data includes: converting the voice data into text data, and determining the emotional tendency corresponding to the text data based on the text data; from the game screen recording data, obtaining the target game screen recording data that matches the acquisition time corresponding to the audio data, and determining the game plot events contained in the target game screen recording data; generating a test report corresponding to the target game based on the emotional tendency and game plot events corresponding to the text data.
[0112] In an optional embodiment, the method further includes: obtaining a questionnaire filling report from the test end during the game testing process; wherein the questionnaire filling report is generated by the test end based on the user input operation acting on the preset questionnaire. Based on this, after the step of generating a test report corresponding to the target game based on the audio and video data, the test report is updated based on the questionnaire filling report to obtain an updated test report.
[0113] In an optional embodiment, the above method also includes: extracting features from audio and video data to obtain a user portrait corresponding to the target game account logged in by the test end; based on preset label rules, based on the user portrait and game features of the target game, generating a feature label corresponding to the target game account.
[0114] In an optional embodiment, before testing the target game, the above method also includes: based on feature tags corresponding to multiple game accounts, selecting a target game account that meets preset test conditions from multiple game accounts, so that the test end logs in to the target game account to perform game testing.
[0115] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0116] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0117] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above-described embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-described embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.
Claims
1. A game testing method, characterized in that: The method comprises: Performing cloud processing on the game package of the target game running on the game server, so that the game server compresses the rendered game screen and transmits it to the cloud through the network, and the test end obtains the game screen from the cloud to perform game testing; During the process of the game test at the test end, obtaining the environment information of the test end and the audio and video data for the target game from the test end; The test end is subjected to leakage risk detection based on the environmental information and the audio and video data. If it is detected that the test end has leakage risk, the game test of the test end is terminated.
2. The method according to claim 1, characterized in that The game screen obtained by the test end from the cloud includes a watermark mark.
3. The method according to claim 1, characterized in that The step of performing leakage risk detection on the test end based on the environmental information and the audio and video data includes: Based on preset detection rules, the environmental information and the audio and video data, identify whether there is abnormal data or abnormal behavior in the test end; wherein, if the abnormal data or the abnormal behavior exists, it is determined that there is a leakage risk in the test end.
4. The method according to claim 3, characterized in that The environmental information includes at least one of the following: system hardware configuration information, network connection status and IP address, a list and status of other applications running in the test terminal, status and usage of audio input and output devices, and status and activity records of video capture devices.
5. The method according to claim 4, characterized in that The preset detection rules include at least one of the following: determining whether there is an unauthorized network connection to the test end, determining whether there is abnormal data transmission at the test end, determining whether there is abnormal data in the audio and video data, or whether the audio and video data is recorded or broadcast live by other systems.
6. The method according to claim 1, characterized in that The method further comprises: When the game test of the test end is terminated, an alarm message is sent to a designated system.
7. The method according to claim 1, characterized in that The method further comprises: If the game test is completed, the audio and video data are saved, and a test report corresponding to the target game is generated based on the audio and video data.
8. The method according to claim 7, characterized in that The audio and video data includes voice data and game screen recording data; wherein the voice data includes audio data and the acquisition time corresponding to the audio data; The step of generating a test report corresponding to the target game based on the audio and video data includes: Converting the speech data into text data, and determining the emotional tendency corresponding to the text data based on the text data; Acquire target game screen recording data that matches the acquisition time corresponding to the audio data from the game screen recording data, and determine the game plot events contained in the target game screen recording data; A test report corresponding to the target game is generated based on the emotional tendency corresponding to the text data and the game plot events.
9. The method according to claim 7, characterized in that: The method further comprises: During the process of the game testing at the test end, a questionnaire filling report is obtained from the test end; wherein the questionnaire filling report is generated by the test end based on the user input operation acting on the preset questionnaire; After the step of generating a test report corresponding to the target game based on the audio and video data, the method further includes: The test report is updated based on the questionnaire completion report to obtain an updated test report.
10. The method according to claim 1, characterized in that The method further comprises: Extract features from the audio and video data to obtain a user portrait corresponding to the target game account logged in by the test end; Based on preset label rules, based on the user portrait and the game features of the target game, a feature label corresponding to the target game account is generated.
11. The method according to claim 10, characterized in that Before testing the target game, the method further includes: Based on feature tags corresponding to multiple game accounts, a target game account that meets preset test conditions is selected from the multiple game accounts, so that the test end logs in to the target game account to perform game testing.
12. A game testing device, characterized in that: The device comprises: The game cloud module is used to perform cloud processing on the game package of the target game running on the game server, so that the game server compresses the rendered game screen and transmits it to the cloud through the network, and the test end obtains the game screen from the cloud to perform game testing; A data acquisition module, used to acquire environmental information of the test terminal and audio and video data of the target game from the test terminal during the process of the game test at the test terminal; The risk detection module is used to perform leakage risk detection on the test end based on the environmental information and the audio and video data, and terminate the game test of the test end if it is detected that the test end has leakage risk.
13. An electronic device, characterized in that: The electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the game testing method described in any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the game testing method described in any one of claims 1 to 11.