Game function testing method and device

By integrating dynamic detection capabilities into the game SDK and leveraging the processing power of end-side mobile devices to automatically collect and match detection rules, the problem of incomplete game function testing is solved, fast and accurate game function detection is achieved, and cost and timeliness requirements are reduced.

CN116099205BActive Publication Date: 2025-10-10SHANGHAI HODE INFORMATION TECH CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
CN202211681434.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-12-27
Publication Date
2025-10-10
Estimated Expiration
2042-12-27

AI Technical Summary

Technical Problem

In the existing technology, game function testing relies on incomplete coverage of manual test cases, resulting in incomplete testing, affecting the acceptance of game functions, and high labor costs and low timeliness, making it difficult to meet the rapid testing needs of game releases.

Method used

Based on the Siddhi architecture and dynamically issuing detection rules, dynamic detection capabilities are integrated into the distribution SDK. By leveraging the processing power of the end-side mobile device, game behavior logs are automatically collected and matched with dynamic detection rules to generate self-inspection reports.

Benefits of technology

It improves the timeliness and accuracy of game function testing, reduces labor costs and communication learning costs, and achieves fast and accurate game function testing.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN116099205B_ABST
    Figure CN116099205B_ABST
Patent Text Reader

Abstract

The application provides a game function test method and device, wherein the game function test method is applied to a client and includes the following steps: receiving a test request for a game to be tested, wherein the test request includes a game to be tested identifier; obtaining a target detection rule corresponding to the game to be tested based on the game to be tested identifier; obtaining a log to be tested corresponding to a game behavior of the game to be tested in response to the game behavior; matching the target detection rule and the log to be tested to obtain a rule matching result of the game to be tested; and determining a game function test result of the game to be tested based on the rule matching result. In this way, the cost of manual test case coverage is saved, the timeliness of game function test is improved, and the game function test result is more accurate.
Need to check novelty before this filing date? Find Prior Art

Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of computer, in particular to a game function testing method. The present application also relates to a game function testing device, a computing device and a computer readable storage medium. BACKGROUND

[0002] The current mobile game industry is developing very rapidly, and there are many studios engaged in mobile game development. Game development and game distribution are two processes that a game must go through. However, many small-scale game studios do not have the ability to distribute games and need to authorize third-party game distribution platforms to exclusively distribute games. Or a certain scale of game companies need to cooperate with different game distribution channels for joint operation in the process of self-distribution. No matter which way, it is necessary to access the SDK provided by the distributor and detect the access function, access process and compliance, etc. The current detection method mainly relies on manual test case coverage of testers, which not only has high labor cost, but also leads to incomplete test case coverage and incomplete game function testing, affecting the acceptance of game functions. SUMMARY

[0003] Therefore, the embodiments of the present application provide a game function testing method. The present application also relates to a game function testing device, a computing device and a computer readable storage medium to solve the problem of inaccurate manual test results in the prior art.

[0004] According to a first aspect of the embodiments of the present application, a game function testing method is provided, applied to a client, comprising:

[0005] receiving a test request for a game to be tested, wherein the test request includes a game to be tested identifier;

[0006] based on the game to be tested identifier, obtaining a target detection rule corresponding to the game to be tested;

[0007] in response to a game behavior of the game to be tested, obtaining a test log corresponding to the game behavior;

[0008] based on the target detection rule and the test log, performing matching to obtain a rule matching result of the game to be tested;

[0009] based on the rule matching result, determining a game function testing result of the game to be tested.

[0010] According to a second aspect of the embodiments of the present application, a game function testing device is provided, applied to a client, comprising:

[0011] The request receiving module is configured to receive a test request for a game to be tested, wherein the test request comprises a game to be tested identifier;

[0012] The rule obtaining module is configured to obtain a target detection rule corresponding to the game to be tested based on the game to be tested identifier;

[0013] The log obtaining module is configured to obtain a to-be-tested log corresponding to a game behavior of the game to be tested in response to the game behavior;

[0014] The rule matching module is configured to perform matching based on the target detection rule and the to-be-tested log to obtain a rule matching result of the game to be tested;

[0015] The result determining module is configured to determine a game function test result of the game to be tested based on the rule matching result.

[0016] According to a third aspect of the embodiments of the present application, a computing device is provided, which comprises a memory, a processor, and computer instructions stored in the memory and executable on the processor, and the processor implements the steps of the game function test method when executing the computer instructions.

[0017] According to a fourth aspect of the embodiments of the present application, a computer readable storage medium is provided, which stores computer instructions, and the computer instructions implement the steps of the game function test method when executed by a processor.

[0018] The game function test method provided by the present application is applied to a client and comprises the following steps: receiving a test request for a game to be tested, wherein the test request comprises a game to be tested identifier; obtaining a target detection rule corresponding to the game to be tested based on the game to be tested identifier; obtaining a to-be-tested log corresponding to a game behavior of the game to be tested in response to the game behavior; performing matching based on the target detection rule and the to-be-tested log to obtain a rule matching result of the game to be tested; and determining a game function test result of the game to be tested based on the rule matching result.

[0019] In an embodiment of the present application, a target detection rule corresponding to a game to be tested is acquired in real time, a log to be tested of a tester normally passing a game function test through a client is acquired, the log to be tested is matched with the target detection rule, and a game function test result of the game to be tested is generated according to a rule matching result obtained. In this way, the tester does not need to rely on any external self-checking tool, and in the test process of the game itself, the detection rule acquired dynamically is associated and matched with the test log, and a self-checking report (game function test result) is quickly generated after the test is completed, which not only saves the cost of manual test case coverage, but also improves the timeliness of the game function test, and thus the game function test result is more accurate. BRIEF DESCRIPTION OF DRAWINGS

[0020] Figure 1 FIG. 1 is a system architecture schematic diagram of a game function test method according to an embodiment of the present application;

[0021] Figure 2 FIG. 2 is a flowchart of a game function test method according to an embodiment of the present application;

[0022] Figure 3 FIG. 3 is an event processing schematic diagram of a game function test method according to an embodiment of the present application;

[0023] Figure 4 FIG. 4 is a processing flowchart of a game function test method according to an embodiment of the present application;

[0024] Figure 5 FIG. 5 is a structural schematic diagram of a game function test device according to an embodiment of the present application;

[0025] Figure 6 FIG. 6 is a structural block diagram of a computing device according to an embodiment of the present application. DETAILED DESCRIPTION

[0026] In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present application. However, it will be apparent to one skilled in the art that the present application can be practiced without the specific details set forth in this description. In other instances, well-known methods, procedures, components, and circuits have not been described in detail since it would be understood by persons of ordinary skill in the art.

[0027] The terms used in one or more embodiments of the present application are for the purpose of describing specific embodiments only and are not intended to limit one or more embodiments of the present application. The singular forms "a", "the" and "the" used in one or more embodiments of the present application and the appended claims are also intended to include plural forms, unless the context clearly indicates otherwise. It should also be understood that the term "and / or" used in one or more embodiments of the present application refers to and includes any or all possible combinations of one or more associated listed items.

[0028] It should be understood that although the terms first, second, etc. may be used to describe various information in one or more embodiments of the present application, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from each other. For example, without departing from the scope of one or more embodiments of the present application, the first may also be referred to as the second, and similarly, the second may also be referred to as the first. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".

[0029] First, the terms involved in one or more embodiments of the present application are explained.

[0030] Complex Event Processing (CEP) is an application architecture pattern that treats data as a data stream and uses a rules engine to perform complex processing on various events that continuously occur during the business process.

[0031] Dynamic self-test of game functions: Dynamic self-test of game functions is a detection method corresponding to static self-test. It is mainly used by game testers to dynamically test whether the game development's access process for the game SDK is fully compliant with the specifications and whether there are any missing functions during the testing of mobile game clients, through operations from user registration-login-character creation-payment and other full game business processes.

[0032] SDK (Software Development Kit): Generally, it is a collection of development tools used by software engineers to build application software for specific software packages, software frameworks, hardware platforms, operating systems, etc.

[0033] Siddhi is a Complex Event Process (CEP) framework. Compared with CEP frameworks such as Flink, it has several advantages on the client side. First, it supports multi-language deployment. Second, it is lightweight, with minimal increase in the size of the app installation package. Finally, its rules use a SQL-like syntax, which reduces the learning cost.

[0034] Apriori algorithm model: Apriori is a commonly used algorithm for mining frequent item sets. Its core idea is to connect candidate items and their support, and then generate frequent item sets through pruning.

[0035] The current mobile game industry is developing very rapidly, and there are many studios engaged in mobile game development. Game development and game distribution are two processes that a game must go through. However, many small-scale game studios do not have the ability to distribute games and need to authorize third-party game distribution platforms to exclusively distribute games; or some game companies need to cooperate with different game distribution channels for joint operation in the process of self-distribution.

[0036] Whether it is exclusive distribution or joint operation, game developers must access the SDK provided by the distributor to provide unified login payment and other related business capabilities. However, different game developers have different understandings of the distribution business, so it cannot be guaranteed that the SDK access process will completely follow the requirements of the distributor. External detection tools are needed to dynamically detect the access function, access process, and compliance, and a mobile game function dynamic self-checking tool has emerged to assist in game function acceptance.

[0037] Initially, game acceptance mainly relied on test personnel's manual test case coverage, but different test personnel had different understandings and proficiency of game business, especially those who were new to game testing, which could easily lead to incomplete function test coverage, resulting in problems not being discovered in time.

[0038] Later, with the gradual improvement of game-side log points, the situation could be followed up by reporting logs, and big data could analyze whether the function was completely covered according to the reported behavior logs. This method has higher reliability than manual testing, but for joint operation games, game developers may not fully follow our requirements for log reporting, and the analysis of logs is in the form of T+1, so the final detection report needs to be issued the next day, which is not time-efficient. At the same time, when the business-side function logic changes, the big data rules need to be modified simultaneously, and different SDK versions need to be maintained for different games, which has high communication and continuous development costs.

[0039] In terms of cost, the game release specification requires that each version update of the game must pass the function acceptance test before being released, and the delivered SDK version is numerous, and the corresponding functions are all iterations and differences, so for big data personnel who are not familiar with the business, the learning cost and communication cost of adjusting the detection rules are high. In terms of function, the platform releases thousands of games, and many games have some customized functions, so data analysis can only take into account standard functions, and it is difficult to provide enough detection rule branches to manage individually, resulting in this part of the demand still being unable to cover.

[0040] Based on this, an implementation provided by the present application is to use the processing power of the end-side mobile device by adopting a method based on the Siddhi architecture and dynamically issuing detection rules, and to integrate the dynamic detection capability directly into the release SDK. After integrating the release SDK on the game development side, the tester does not need to rely on any external self-checking tool. During the test process of the game itself, the SDK will automatically collect relevant indicators and associate and match them according to the dynamically issued detection rules. After the test is completed, a self-checking report is quickly generated, and the timeliness is greatly improved. At the same time, the intervention of big data is no longer needed, the adjustment of functions and the update of rules are simultaneously maintained by technical development, and the communication and learning costs are reduced.

[0041] In the present application, a game function test method is provided, and the present application simultaneously relates to a game function test device, a computing device, and a computer readable storage medium, which are described in detail one by one in the following embodiments.

[0042] Figure 1 FIG. 1 is a schematic diagram of a system architecture of a game function test method according to an embodiment of the present application.

[0043] Figure 1 The system includes a tester A, a client 102, and a server 104. The tester A performs game function testing on a to-be-tested game through the client 102. After starting the to-be-tested game, the client 102 can automatically start game function detection in the background, obtain the dynamic self-checking rules (target detection rules) corresponding to the to-be-tested game from the server 104, and at the same time, the tester A performs normal game testing behavior on the to-be-tested game, including starting, registering, logging in, selecting an angle, and paying, and the like. The client 102 can obtain the to-be-tested log corresponding to the game behavior. Further, the client 102 matches or associates the to-be-tested log with the dynamic self-checking rules to determine the matching result of each game testing behavior, and then automatically generates a detection report (game function test result) of the to-be-tested game according to the matching result of each game testing behavior, and uploads the detection report to the server 104, so as to obtain the detection report at any time for feedback on the research and development results of the to-be-tested game, and the like.

[0044] It should be noted that the game function detection process utilizes the processing capability of the client-side mobile device, and the dynamic detection capability can be directly integrated in the distribution SDK, so that after the distribution SDK is integrated on the game development side, the tester does not need to rely on any external self-checking tool, and in the test process of the tester in the game itself, the dynamic self-checking rules and logs are associated and matched to generate the game function detection result.

[0045] Figure 2 A flowchart of a game function test method according to an embodiment of the application is shown, which specifically includes the following steps:

[0046] It should be noted that the game function test method provided by the embodiment of the application is applied to the client, that is, the game tester uses the client to test the game function before the game is released.

[0047] Step 202: receiving a test request for a game to be tested, wherein the test request includes a game to be tested identifier.

[0048] Wherein, the game to be tested can be understood as a mobile game to be developed and released by the game development party, including but not limited to large-scale battle games, small and medium-sized nurturing games, etc., and the type of the game to be tested is not limited in this embodiment.

[0049] In actual application, the tester starts the game to be tested by using the client, that is, the tester can trigger the game function test process of the game to be tested by himself / herself, it should be noted that the game function test process can be automatically triggered and executed, or can be triggered after the tester agrees, for example, the tester clicks the "start game and trigger self-check" control in the client, that is, the client receives the test request for the game to be tested, at this time, the client can include the game to be tested identifier in the test request to specify which game to be tested needs to be tested by the client.

[0050] It should be noted that when the tester normally tests the game, there are two cases, the first is that the tester starts the game for the first time, and the second is that the tester starts the game for the second time, and the two test processes are different, for example, the first time starting has the function of agreeing to the user agreement and privacy agreement, therefore, the tester can test separately in the two cases.

[0051] Step 204: based on the game to be tested identifier, obtaining the target detection rule corresponding to the game to be tested.

[0052] Among them, the target detection rules can be understood as the standard execution rules of each game function of the game to be tested, including but not limited to the standard execution process of each game function, the sequence of execution of each game function, etc., such as starting the game, logging into the account, agreeing to the user privacy agreement, selecting a character, paying for props and other game functions.

[0053] In actual applications, after obtaining the identification of the game to be tested, the client can clearly identify the target detection rules corresponding to the game to be tested. It should be noted that the target detection rules can be obtained dynamically and in real time. Since the game developer is still constantly revising the game to be tested, when performing functional self-test on the game to be tested, the target detection rules that match the version of the game to be tested should be obtained in real time.

[0054] In specific implementation, the test request also includes the version number of the game to be tested;

[0055] Accordingly, obtaining the target detection rule corresponding to the game to be tested based on the game to be tested identifier includes:

[0056] Determining a detection rule set corresponding to the game to be tested based on the game identifier to be tested;

[0057] Based on the version number of the game to be tested in the detection rule set, a target detection rule corresponding to the game to be tested is obtained.

[0058] The detection rule set may be understood as a rule set consisting of detection rules corresponding to various versions of the game.

[0059] In actual applications, the client can determine the detection rule set corresponding to the game to be tested based on the identification of the game to be tested. The detection rule set contains detection rules for multiple versions of the game to be tested. When the game to be tested is started, the tester's test request will carry the version number of the game to be tested. Then, the client can obtain the target detection rule corresponding to the current version of the game to be tested in the detection rule set based on the version number of the game to be tested, thereby ensuring the accuracy of the target detection rule acquisition and the accuracy of subsequent game function testing.

[0060] It should be emphasized that the game to be tested needs to be connected to the release SDK to ensure that the game to be tested has the business capabilities of being released. The reason why the client can quickly trigger the game self-check process locally is because the dynamic detection capability is integrated into the release SDK. In this way, the release SDK integrated into the client can complete the self-check process of the game to be tested. Specifically, the detection rule set corresponding to the game to be tested is determined based on the identification of the game to be tested, including:

[0061] Determine the target release software development kit for access;

[0062] Based on the identification of the game to be tested, a detection rule set corresponding to the game to be tested is determined in the target distribution software development kit.

[0063] In actual applications, the client needs to determine the target distribution software development kit currently connected, that is, the distribution SDK, and determine the detection rule set corresponding to the game to be tested in the target distribution software development kit based on the identification of the game to be tested, so as to facilitate the subsequent determination of the target detection rules from the detection rule set.

[0064] It should be noted that the game function self-test can be triggered in the client by integrating the release SDK, which is equivalent to a built-in self-test tool in the client without the need to rely on external self-test tools. The process of determining the detection rules can be implemented on the server or on the client. This embodiment does not make specific restrictions on this. If it is implemented on the server, the client can wait for the server to dynamically issue the detection rules. If it is implemented on the client, the client locally determines the detection rules that need to be executed subsequently in real time. This embodiment does not impose any restrictions on these two methods, and both can be implemented according to actual application conditions.

[0065] The following describes the process of generating detection rules for the game to be tested. The following method can be used in both the client and the server, and this embodiment does not limit it. Specifically, the detection rules are generated as follows:

[0066] Determine the tracking behavior of the game function in the game to be tested;

[0067] Based on the preset item set generation algorithm, the tracking log corresponding to each game function tracking behavior is determined as item set data;

[0068] According to each item set data, a detection rule corresponding to the game to be tested is generated.

[0069] It should be noted that the detection rule generation process can be implemented using an algorithmic model. In this embodiment, the Apriori algorithm model is used as an example. Apriori is a commonly used algorithm for mining frequent itemsets. Its core concept is to link candidate items and their support, then generate frequent itemsets through pruning. While frequent itemsets are not required in this embodiment, the algorithm's "itemset" capability can still be cleverly reused to generate corresponding detection rules.

[0070] In actual applications, the executing entity can determine the game function tracking behaviors in the game to be tested, including but not limited to game tracking behaviors such as start-registration-login-role selection-payment, and use the preset item set generation algorithm (such as the Apriori algorithm) to generate an "item set" composed of different "items", that is, item set data, for the tracking log corresponding to each game function tracking behavior, and then generate the detection rules corresponding to the game to be tested based on the item set data of each item.

[0071] For example, a single game function tracking log event ID is used as the "item" input into the model, generating "item sets" composed of different "items." For each "item set," a corresponding detection rule is generated according to system specifications. During automated compatibility testing, the behavior log tracking within the SDK is input into the model. After all devices are tested, testers manually remove item sets with few sub-items and retain "large item sets" with many sub-items. The rules corresponding to the remaining "large item sets" are the final detection rules issued.

[0072] Furthermore, generating detection rules corresponding to the game to be tested based on each item set data includes:

[0073] Based on a preset item set processing rule, each item set data is processed to obtain a large item set data sequence corresponding to the game to be tested;

[0074] The large item set data sequence is formatted to obtain a detection rule corresponding to the game to be tested, wherein the detection rule is composed of a plurality of item set detection statements.

[0075] Among them, the large item set data sequence can be understood as a detection rule sequence composed of multiple item sets.

[0076] In actual applications, after each game function tracking log is used as "item set" data, each item set data can be processed according to the preset item set processing rules to obtain the large item set data sequence corresponding to the game to be tested, such as sorting from long to short according to the length of the sub-items of the item set, and filtering out invalid "item sets"; further, the large item set data sequence can also be converted into a grammatical format and converted into corresponding detection rules. It should be noted that the detection rules are composed of multiple item set detection statements.

[0077] As an example, starting a game (eventId = "game_start"), obtaining a user privacy agreement (eventId = "get_privacy_policy"), agreeing to a user privacy agreement (eventId = "agree_privacy_policy")…, etc., each eventId corresponds to an "item" in the model; then randomly arrange and combine all "items" to generate a large number of "item sets", such as [game_start, get_privacy_policy, agree_privacy_policy], [a], [b], [c], [a, b, c]…, etc.; according to the length of the sub-item of the item set, sort from long to short, manually identify "frequent item sets", and delete other invalid "item sets"; finally, the item set sequence is converted into the corresponding detection rule according to the system preset syntax format, and multiple detection rule statements (i.e. item set detection statements) can be generated in the detection rule.

[0078] It should be noted that if the detection rule is generated in the server, all rule statements corresponding to the "item" will be issued to the client when the client calls the interface, which facilitates the subsequent game function self-checking process.

[0079] Step 206: In response to the game behavior of the game to be tested, obtaining the game behavior corresponding to the game behavior.

[0080] Among them, the test log can be understood as the log data reported by each game function in the game to be tested, which records the execution of the game function.

[0081] In practical applications, the client can respond to the game behavior of the test personnel for the game to be tested, wherein the game behavior includes but is not limited to game login, game character selection, prop payment, etc., and then the game behavior corresponding to the test log is obtained, which facilitates subsequent determination of whether the game function is running normally according to the log data.

[0082] Further, the test log corresponding to the game behavior of the test personnel for the game to be tested may not record all game behaviors, and invalid repeated operations can be filtered out, which is not limited here, and then the game function can be obtained. The behavior of the test log corresponding to the game function can be obtained, which facilitates subsequent behavior analysis of the test log; specifically, the game behavior corresponding to the test log is obtained in response to the game behavior of the game to be tested, including:

[0083] In response to the game behavior of the game to be tested, the game function of the game behavior is determined as the test log corresponding to the game behavior.

[0084] In actual applications, the client can select the tracking log corresponding to the game function tracking behavior from the multiple game behaviors of the game to be tested by the tester, use the tracking log as the log to be tested, and use the log to be tested to test the game function.

[0085] It should be noted that the specific process of obtaining the tracking log is not limited in this embodiment, and the log corresponding to the pre-tracked game function tracking behavior can be obtained based on the log system.

[0086] Step 208: Matching is performed based on the target detection rule and the log to be tested to obtain a rule matching result of the game to be tested.

[0087] Furthermore, after obtaining the target detection rules and the log to be tested, the client can match and associate the target detection rules with the log to be tested, and then obtain the rule matching result of the game to be tested.

[0088] It should be noted that the game function test in this embodiment mainly matches the detection rules with the log to be tested to determine whether the game function operation process reflected in the log to be tested meets the preset detection rules, that is, whether various game functions can be operated normally. In order to quickly and accurately implement the matching process, multiple implementation methods can be adopted in this embodiment, and this embodiment does not make specific limitations on this.

[0089] This embodiment provides an implementation method using a CEP system or a rule matching model. Specifically, matching the target detection rule with the log to be tested to obtain a rule matching result of the game to be tested includes:

[0090] Input the target detection rule and the log to be tested into a rule matching module to obtain a rule matching result of the game to be tested;

[0091] The rule matching module includes a CEP rule processing engine or a pre-trained rule matching model.

[0092] It should be noted that the rule matching module is used to match the log to be tested with the target detection rule to determine whether the log to be tested satisfies the corresponding detection rule; among them, the CEP rule processing engine can be understood as an event processing engine based on the CEP (complex event processing) framework, which can treat the log data to be tested as an event stream and complete the event processing of each event through a logical container; the pre-trained rule matching model can be understood as a pre-trained rule matching model composed of multiple matching sub-models, so as to achieve matching of each log to be tested with the corresponding detection rule and obtain a matching result model.

[0093] See also Figure 3 ,Figure 3 The following figure shows an event processing diagram for a game function testing method provided by an embodiment of the present application. Specifically, the CEP framework inputs events into the event stream through event sources and input handlers. The logic uses an event query mechanism, combined with various processing methods such as windows, data tables, aggregation / partitioning, to generate complex events, which flow into the next processing flow or consumption event. For specific technical details, please refer to the event processing process of the existing CEP complex event processing framework and will not be elaborated on here.

[0094] In actual applications, the client can input the target detection rules and the log to be tested into the rule matching module to obtain the rule matching results of the game to be tested. The rule matching results can be understood as the results of whether each log to be tested is consistent with the detection rules. For example, whether the function of prop payment is implemented according to the preset calling rules, when the tester clicks on the prop payment, whether multiple payment channel interfaces can be jumped out on the page, and whether the payment can be completed normally and the props can be issued subsequently. These are the main aspects of game function testing, and this embodiment does not make specific limitations on this.

[0095] In the embodiments of the present application, two implementation methods are used to illustrate: a CEP rule processing engine and a pre-trained rule matching model. However, the present invention is not limited to these two methods. Other rule matching methods may also be used, which are not limited here.

[0096] Step 210: Determine a game function test result of the game to be tested based on the rule matching result.

[0097] In practice, once the client obtains multiple rule matching results, it signifies that the game function self-test process is nearing completion. The client can then merge these multiple rule matching results to quickly generate the game function test results for the game being tested. For example, during the test process, the game behavior tracking logs triggered by the test actions will be imported into the CEP system by the SDK for matching / correlation, and the relevant status and test results will be automatically saved.

[0098] Furthermore, determining the game function test result of the game to be tested based on the rule matching result includes:

[0099] When the number of tracking logs detecting game exit behavior meets a preset threshold, the rule matching results are merged to obtain the game function test results of the game to be tested.

[0100] In actual applications, after obtaining multiple rule matching results, when the client detects that the number of buried point logs of the tester clicking "Exit Game" is greater than the preset threshold, for example, the tester clicks to exit the game twice in a row, it means that the tester has ended the game; the client can merge multiple rule matching results to generate a game function test result for the game to be tested. The game function test result can also include whether each game function is operating normally, whether bugs occur, etc. The specific report format of the test results is not limited in this embodiment, and any preset report format can be generated to facilitate subsequent analysis and feedback on the game function based on the self-inspection report of the test result.

[0101] Furthermore, after determining the game function test result of the game to be tested based on the rule matching result, the method further includes:

[0102] The game function test results of the game to be tested are uploaded and stored to the server.

[0103] In actual applications, the client can also upload the game function test results of the game to be tested to the server and store them; it should be noted that the test results of each game function test are operational feedback on the game to be tested. Before the game to be tested is normally released, the game functions need to be tested multiple times to continuously improve the game functions of the game to be tested.

[0104] For example, when the CEP system detects two "exit game" behavior logs, it will merge all the detection results and upload the corresponding report to the server. QA can view the corresponding detection report immediately.

[0105] In addition, this embodiment can not only match the game function tracking behavior, but also detect the network request message log; specifically, after obtaining the target detection rules corresponding to the game to be tested, it also includes:

[0106] Obtaining the network request message log corresponding to the game to be tested;

[0107] Matching is performed based on the target detection rule and the network request message log to obtain a network matching result of the game to be tested.

[0108] In actual applications, the client can also obtain the network request message log when the game to be tested executes a network request each time, and match the network request message log with the detection rules for network requests in the corresponding target detection rules to determine the network matching results of the game to be tested, and then clarify whether the network transmission path of the game to be tested is unobstructed.

[0109] It should be noted that, for the game to be tested, various log data recorded in the test log may be matched with the acquired target detection rules to determine corresponding matching results, which is not specifically limited in this embodiment.

[0110] In summary, the game function testing method provided by the embodiments of this application utilizes the processing power of mobile devices on the end side to directly integrate dynamic detection capabilities into the distribution SDK. After the distribution SDK is integrated on the game development side, testers do not need to rely on any external self-test tools. During the game testing process itself, the SDK will automatically collect relevant indicators and correlate and match them according to the dynamically issued detection rules. After the test is completed, a self-test report is quickly generated, greatly improving timeliness. At the same time, there is no need for big data intervention. Function adjustments and rule updates are maintained by technical development at the same time, eliminating communication and learning costs.

[0111] The following combined Figure 4 , Figure 4 A processing flow chart of a game function testing method provided by an embodiment of the present application is shown, which specifically includes the following steps:

[0112] It should be noted that after developing the target game, the game developer needs to conduct game function testing on the target game. The test process to be performed is as follows: Figure 4 The process on the left is that the tester starts the game - the game is tested normally - the test is completed - the test report is viewed; Figure 4 The process on the right can be understood as the built-in self-test tool in the client. After the tester executes the test process normally, the background can automatically complete the self-test process of the game function and finally generate a game function detection report. This process is imperceptible to the tester, so the tester does not need to execute multiple test cases to cover the test of the game function.

[0113] Figure 4For example, the client side is taken as an example, and the dynamic self-check is directly completed according to the issued strategy by deploying the CEP framework to the client side (i.e., the end side). In actual application, the dynamic self-check process of the end side mainly includes: 1) when starting the game, the tester can dynamically obtain the dynamic self-check rule (when obtaining the rule, the sdk version number (sdkVer) and the game ID (gameId) are carried, so as to ensure that the issued rule is accurately corresponding); 2) the test rule is registered in the CEP system (for example, the client registers the statement in the application by using the createSiddhiAppRuntime method of the Siddhi framework); 3) during the test, the calling log of the key API and the network request message log are automatically hooked; 4) the API calling log and the network request message log are transmitted into the CEP system; 5) the CEP system matches / associates and the like according to the transmitted log and the registered test strategy, and outputs the system matching result; 6) when the test is completed, the CEP system generates the test report in real time according to the matching and association result.

[0114] In summary, the game function test method provided by the embodiment of the application uses the processing capability of the end side mobile device by using the method based on the Siddhi architecture and the dynamically issued test rule, directly integrates the dynamic test capability in the distribution SDK, and after the distribution SDK is integrated on the game development side, the tester does not need to rely on any external self-check tool. In the test process of the game itself, the SDK will automatically collect the related indexes, associate and match the indexes according to the dynamically issued test rule, quickly generates the self-check report after the test is completed, and the timeliness is greatly improved.

[0115] Corresponding to the method embodiment, the application also provides a game function test device embodiment, Figure 5 A structure schematic diagram of a game function test device provided by an embodiment of the application is shown. As shown in the figure, Figure 5 The device includes:

[0116] The request receiving module 502 is configured to receive a test request for a to-be-tested game, wherein the test request includes a to-be-tested game identifier.

[0117] The rule obtaining module 504 is configured to obtain a target test rule corresponding to the to-be-tested game based on the to-be-tested game identifier.

[0118] The log obtaining module 506 is configured to obtain a to-be-tested log corresponding to a game behavior of the to-be-tested game in response to the game behavior.

[0119] The rule matching module 508 is configured to match the target test rule and the to-be-tested log to obtain a rule matching result of the to-be-tested game.

[0120] The result determination module 510 is configured to determine a game function test result of the game to be tested based on the rule matching result.

[0121] Optionally, the test request also includes a version number of the game to be tested;

[0122] Optionally, the rule acquisition module 504 is further configured to:

[0123] Determining a detection rule set corresponding to the game to be tested based on the game identifier to be tested;

[0124] Based on the version number of the game to be tested in the detection rule set, a target detection rule corresponding to the game to be tested is obtained.

[0125] Optionally, the rule acquisition module 504 is further configured to:

[0126] Determine the target release software development kit for access;

[0127] Based on the identification of the game to be tested, a detection rule set corresponding to the game to be tested is determined in the target distribution software development kit.

[0128] Optionally, the device further includes:

[0129] A rule generation module is configured to: determine a game function tracking behavior in the game to be tested;

[0130] Based on the preset item set generation algorithm, the tracking log corresponding to each game function tracking behavior is determined as item set data;

[0131] According to each item set data, a detection rule corresponding to the game to be tested is generated.

[0132] Optionally, the rule generation module is further configured to:

[0133] Based on a preset item set processing rule, each item set data is processed to obtain a large item set data sequence corresponding to the game to be tested;

[0134] The large item set data sequence is formatted to obtain a detection rule corresponding to the game to be tested, wherein the detection rule is composed of a plurality of item set detection statements.

[0135] Optionally, the log acquisition module 506 is further configured to:

[0136] In response to the game behavior for the game to be tested, the tracking log corresponding to the game function tracking behavior in the game behavior is determined as the log to be tested.

[0137] Optionally, the rule matching module 508 is further configured to:

[0138] Input the target detection rule and the log to be tested into a rule matching module to obtain a rule matching result of the game to be tested;

[0139] The rule matching module includes a CEP rule processing engine or a pre-trained rule matching model.

[0140] Optionally, the result determination module 510 is further configured to:

[0141] When the number of tracking logs detecting game exit behavior meets a preset threshold, the rule matching results are merged to obtain the game function test results of the game to be tested.

[0142] Optionally, the device further includes:

[0143] The result uploading module is configured to upload and store the game function test results of the game to be tested to the server.

[0144] Optionally, the device further includes:

[0145] A network matching module is configured to obtain a network request message log corresponding to the game to be tested;

[0146] Matching is performed based on the target detection rule and the network request message log to obtain a network matching result of the game to be tested.

[0147] The game function testing device provided in the embodiment of the present application obtains the target detection rules corresponding to the game to be tested in real time, and obtains the test log of the game function test performed normally by the tester through the client, and matches the test log with the target detection rules, and generates the game function test result of the game to be tested according to the obtained rule matching result; in this way, the tester does not need to rely on any external self-test tool. During the testing process of the game itself, the dynamically obtained detection rules are associated and matched with the test log, and a self-test report (game function test result) is quickly generated after the test is completed, which not only saves the cost of manual coverage of test cases, but also improves the timeliness of game function testing, and thus the game function test result is more accurate.

[0148] The above is a schematic diagram of a game function testing device according to this embodiment. It should be noted that the technical solution of the game function testing device and the technical solution of the aforementioned game function testing method are based on the same concept. For details not described in detail in the technical solution of the game function testing device, please refer to the description of the technical solution of the aforementioned game function testing method.

[0149] Figure 6 6 shows a block diagram of a computing device 600 according to an embodiment of the present application. Components of the computing device 600 include, but are not limited to, a memory 610 and a processor 620. The processor 620 is connected to the memory 610 via a bus 630, and a database 650 is used to store data.

[0150] The computing device 600 also includes an access device 640 that enables the computing device 600 to communicate via one or more networks 660. Examples of such networks include a public switched telephone network (PSTN), a local area network (LAN), a wide area network (WAN), a personal area network (PAN), or a combination of communication networks such as the Internet. The access device 640 may include one or more of any type of network interface (e.g., a network interface card (NIC)) whether wired or wireless, such as an IEEE 802.11 wireless local area network (WLAN) wireless interface, a Worldwide Interoperability for Microwave Access (Wi-MAX) interface, an Ethernet interface, a universal serial bus (USB) interface, a cellular network interface, a Bluetooth interface, a near field communication (NFC) interface, and the like.

[0151] In one embodiment of the present application, the above components of the computing device 600 and Figure 6 Other components not shown in the figure may also be connected to each other, for example, via a bus. Figure 6 The computing device structure block diagram shown is for illustrative purposes only and is not intended to limit the scope of the present application. Those skilled in the art may add or replace other components as needed.

[0152] Computing device 600 may be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (e.g., a tablet computer, personal digital assistant, laptop computer, notebook computer, netbook computer, etc.), a mobile phone (e.g., a smartphone), a wearable computing device (e.g., a smartwatch, smart glasses, etc.), or other types of mobile devices, or a stationary computing device such as a desktop computer or personal computer (PC). Computing device 600 may also be a mobile or stationary server.

[0153] Among them, when the processor 620 executes the computer instructions, the steps of the game function testing method are implemented.

[0154] The above is a schematic diagram of a computing device according to this embodiment. It should be noted that the technical solution of this computing device and the technical solution of the aforementioned game function testing method are based on the same concept. For details not described in detail in the technical solution of the computing device, please refer to the description of the technical solution of the aforementioned game function testing method.

[0155] An embodiment of the present application further provides a computer-readable storage medium storing computer instructions, which, when executed by a processor, implement the steps of the game function testing method as described above.

[0156] The above is a schematic diagram of a computer-readable storage medium according to this embodiment. It should be noted that the technical solution of this storage medium and the technical solution of the aforementioned game function testing method are based on the same concept. For details not described in detail in the technical solution of the storage medium, please refer to the description of the technical solution of the aforementioned game function testing method.

[0157] The foregoing description describes specific embodiments of the present application. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recited in the claims can be performed in an order different from that described in the embodiments and still achieve the desired results. Furthermore, the processes depicted in the accompanying drawings do not necessarily require the specific order shown or the sequential order to achieve the desired results. In certain embodiments, multitasking and parallel processing are also possible or may be advantageous.

[0158] The computer instructions include computer program code, which may be in source code form, object code form, executable file, or some intermediate form. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording medium, USB flash drive, mobile hard disk, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electric carrier signal, telecommunication signal, and software distribution medium, etc. It should be noted that the content contained in the computer-readable medium may be appropriately increased or decreased according to the requirements of legislation and patent practice in the jurisdiction. For example, in some jurisdictions, according to legislation and patent practice, computer-readable media do not include electric carrier signals and telecommunication signals.

[0159] It should be noted that for the aforementioned method embodiments, for ease of description, they are all expressed as a series of action combinations, but those skilled in the art should be aware that this application is not limited by the order of the actions described, because according to this application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in this specification are all preferred embodiments, and the actions and modules involved are not necessarily required by this application.

[0160] In the above embodiments, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0161] The preferred embodiments of the present application disclosed above are intended only to help illustrate the present application. The optional embodiments do not describe all details in detail, nor do they limit the invention to the specific embodiments described. Obviously, many modifications and variations can be made based on the content of this application. This application selects and describes these embodiments in detail in order to better explain the principles and practical applications of this application, so that those skilled in the art can better understand and utilize this application. This application is limited only by the claims and their full scope and equivalents.

Claims

1. A game function testing method, characterized in that: Applied to the client, including: Receiving a test request for a game to be tested, wherein the test request includes an identifier of the game to be tested; Based on the identification of the game to be tested, obtaining a target detection rule corresponding to the game to be tested; In response to a game behavior for the game to be tested, obtaining a log to be tested corresponding to the game behavior; Matching the target detection rule with the log to be tested to obtain a rule matching result of the game to be tested; Determining a game function test result of the game to be tested based on the rule matching result; The target detection rule is one of multiple detection rules, and the detection rule is generated as follows: Determine the tracking behavior of the game function in the game to be tested; Based on the preset item set generation algorithm, the tracking log corresponding to each game function tracking behavior is determined as item set data; According to each item set data, a detection rule corresponding to the game to be tested is generated.

2. The method according to claim 1, characterized in that The test request also includes the version number of the game to be tested; Accordingly, obtaining the target detection rule corresponding to the game to be tested based on the game to be tested identifier includes: Determining a detection rule set corresponding to the game to be tested based on the game identifier to be tested; Based on the version number of the game to be tested in the detection rule set, a target detection rule corresponding to the game to be tested is obtained.

3. The method according to claim 2, characterized in that The step of determining a detection rule set corresponding to the game to be tested based on the game identifier to be tested includes: Determine the target release software development kit for access; Based on the identification of the game to be tested, a detection rule set corresponding to the game to be tested is determined in the target distribution software development kit.

4. The method according to claim 3, characterized in that Generating detection rules corresponding to the game to be tested based on each item set data includes: Based on a preset item set processing rule, each item set data is processed to obtain a large item set data sequence corresponding to the game to be tested; The large item set data sequence is formatted to obtain a detection rule corresponding to the game to be tested, wherein the detection rule is composed of a plurality of item set detection statements.

5. The method according to any one of claims 1 to 4, characterized in that The step of obtaining a log to be tested corresponding to the game behavior in response to the game behavior to be tested includes: In response to the game behavior for the game to be tested, the tracking log corresponding to the game function tracking behavior in the game behavior is determined as the log to be tested.

6. The method according to claim 5, characterized in that The matching based on the target detection rule and the log to be tested to obtain the rule matching result of the game to be tested includes: Input the target detection rule and the log to be tested into a rule matching module to obtain a rule matching result of the game to be tested; The rule matching module includes a CEP rule processing engine or a pre-trained rule matching model.

7. The method according to claim 1, characterized in that Determining a game function test result of the game to be tested based on the rule matching result includes: When the number of tracking logs detecting game exit behavior meets a preset threshold, the rule matching results are merged to obtain the game function test results of the game to be tested.

8. The method according to claim 1, characterized in that After determining the game function test result of the game to be tested based on the rule matching result, the method further includes: The game function test results of the game to be tested are uploaded and stored to the server.

9. The method according to claim 1, characterized in that After obtaining the target detection rules corresponding to the game to be tested, the method further includes: Obtaining the network request message log corresponding to the game to be tested; Matching is performed based on the target detection rule and the network request message log to obtain a network matching result of the game to be tested.

10. A game function testing device, characterized in that: Applied to the client, including: a request receiving module configured to receive a test request for a game to be tested, wherein the test request includes an identifier of the game to be tested; A rule acquisition module is configured to acquire target detection rules corresponding to the game to be tested based on the game identifier to be tested; A log acquisition module is configured to, in response to a game behavior for the game to be tested, acquire a log to be tested corresponding to the game behavior; a rule matching module configured to perform matching based on the target detection rule and the log to be tested, and obtain a rule matching result of the game to be tested; A result determination module is configured to determine a game function test result of the game to be tested based on the rule matching result; The target detection rule is one of a plurality of detection rules, and the apparatus further includes a rule generation module configured to: Determine the tracking behavior of the game function in the game to be tested; Based on the preset item set generation algorithm, the tracking log corresponding to each game function tracking behavior is determined as item set data; According to each item set data, a detection rule corresponding to the game to be tested is generated.

11. A computing device comprising a memory, a processor, and computer instructions stored in the memory and executable on the processor, wherein: When the processor executes the computer instructions, the steps of the method according to any one of claims 1 to 9 are implemented.

12. A computer-readable storage medium storing computer instructions, characterized in that: When the computer instructions are executed by a processor, the steps of the method according to any one of claims 1 to 9 are implemented.

13. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 9 are implemented.

Citation Information

Patent Citations

  • Method and device for testing application

    CN112445697A

  • Database detection method and device

    CN114356896A