Dynamic interference test method and system for virtual article synthesis
By monitoring the behavioral characteristics of virtual item crafting operations to generate crafting interference options, and combining this with a version number synchronization mechanism, the problem that existing testing methods cannot simulate player misoperations and network anomalies is solved. This enables the verification of the game system's fault tolerance capabilities and quantitative monitoring of data synchronization, improving the realism and coverage of the test.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- FUJIAN TQ DIGITAL
- Filing Date
- 2025-11-17
- Publication Date
- 2026-04-21
AI Technical Summary
Existing game testing methods cannot effectively simulate player misoperations and network anomalies, leading to data synchronization problems in the virtual item crafting system and failing to fully verify the game system's fault tolerance capabilities.
By monitoring the behavioral characteristics of virtual item crafting operations, crafting interference options are generated, and the processing and response times of operation requests are detected to automatically generate interference test results. Combined with the version number synchronization mechanism between the client and the server, quantitative monitoring and fault tolerance verification of data synchronization status are achieved.
It enables the verification of the game system's fault tolerance capabilities in complex scenarios, dynamically simulates player misoperations and network fluctuations, improves the realism and coverage of the test, and ensures the consistency of data synchronization and the stability of the system.
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Figure CN121901092A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game testing technology, and in particular to a dynamic interference testing method and system for virtual item synthesis. Background Technology
[0002] In the field of online game testing technology, data synchronization between the client and server is a crucial step in ensuring game stability and consistency. This is especially true in virtual item crafting systems such as equipment crafting, card fusion, and resource combination, where every click by a player can trigger cross-platform data interaction and status updates.
[0003] However, in real-world operating environments, factors such as accidental player touches, network fluctuations, delayed responses, and interface lag often cause issues like duplicate crafting requests, abnormal interruptions, or incorrect confirmations, which can easily lead to malfunctions such as lost virtual items, duplicate creations, or state desynchronization. Therefore, how to fully simulate these abnormal operations or interference behaviors during the testing phase has become an important issue in verifying the fault tolerance mechanism of the game's crafting system.
[0004] Existing testing methods have the following main shortcomings: Limitations of server-side testing: Existing stress testing and chaos engineering typically focus on verifying the high concurrency stability and fault tolerance of the server, but cannot realistically simulate erroneous operations or abnormal interactions at the client-side level.
[0005] Limitations of script-based automated testing: Testing frameworks such as Appium mainly rely on fixed script execution processes, with pre-defined and rigid test paths. They lack mechanisms to dynamically generate interfering actions based on real-time operation status, and cannot reflect the randomness and misoperations of real players in complex interactions. Summary of the Invention
[0006] The technical problem to be solved by the present invention is to provide a dynamic interference testing method and system for virtual item synthesis, which can accurately verify the fault tolerance capability of the game system in complex scenarios.
[0007] To solve the above-mentioned technical problems, the technical solution adopted by the present invention is as follows: A method for testing dynamic interference in virtual item synthesis, comprising the following steps: Monitor virtual item synthesis operations, and when the operational behavior characteristics of the virtual item synthesis operation meet preset interference conditions, generate synthesis interference options; Receive an operation request for the synthetic interference option, and detect the processing time and response time of the operation request; The interference test results are obtained based on the processing time and response time of the operation request.
[0008] To solve the above-mentioned technical problems, another technical solution adopted by the present invention is as follows: A dynamic interference testing system for virtual item synthesis includes a processor, a memory, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it implements the steps of the dynamic interference testing method for virtual item synthesis described above.
[0009] The beneficial effects of this invention are as follows: When the behavior characteristics of virtual item crafting operations are detected to meet preset interference conditions, crafting interference options are automatically generated and injected, thereby dynamically simulating player misoperations or abnormal system interactions. By analyzing the response time and processing time of the crafting interference options, interference test results are generated to evaluate the fault tolerance performance of the system. In this way, interference testing no longer relies on fixed scripts, but automatically generates interference options based on real-time detected operation behavior characteristics, enabling the testing process to dynamically adapt to different operation scenarios and more closely resemble real player behavior. Furthermore, the generation conditions of interference behavior are closely related to the virtual item crafting operation process, which can effectively simulate complex situations such as misoperations, network fluctuations, and interface switching, thereby providing a more comprehensive fault tolerance verification of the data synchronization mechanism between the client and the server. Attached Figure Description
[0010] Figure 1 This is a flowchart of a dynamic interference testing method for virtual item synthesis according to an embodiment of the present invention; Figure 2 This is an example diagram illustrating the vector clock comparison principle of a dynamic interference testing method for virtual item synthesis according to an embodiment of the present invention. Figure 3 This is a timing diagram illustrating five-dimensional test data acquisition points for a dynamic interference testing method for virtual item synthesis according to an embodiment of the present invention. Figure 4 This is a framework diagram of a dynamic interference testing method for virtual item synthesis according to an embodiment of the present invention; Figure 5 This is a structural example diagram of a dynamic interference testing system for virtual item synthesis according to an embodiment of the present invention; Label Explanation: 1. A dynamic interference testing system for virtual item synthesis; 2. Processor; 3. Memory. Detailed Implementation
[0011] To explain in detail the technical content, objectives, and effects of the present invention, the following description is provided in conjunction with the embodiments and accompanying drawings.
[0012] Before detailing the embodiments of this application, some related concepts will first be explained: (1) Synthetic interference options: Fake incorrect synthetic options are very similar to the normal options given in the game in terms of color and other visual effects, to the point that they are unrecognizable to the human eye.
[0013] (2) Merkle tree verification: an efficient data consistency verification method based on hash algorithm. Its core is to perform hierarchical hash calculation on a large amount of data by constructing a tree data structure, and finally verify the integrity and consistency of the overall data through the root hash value.
[0014] (3) Rollback: refers to the operation of restoring the system state or data to a previous normal state when the system has errors, abnormalities or inconsistent data. The purpose is to eliminate the impact of errors and ensure the normal operation of the system.
[0015] Please refer to Figure 1 A dynamic interference testing method for virtual item synthesis, comprising the following steps: Monitor virtual item synthesis operations, and when the operational behavior characteristics of the virtual item synthesis operation meet preset interference conditions, generate synthesis interference options; Receive an operation request for the synthetic interference option, and detect the processing time and response time of the operation request; The interference test results are obtained based on the processing time and response time of the operation request.
[0016] As described above, the beneficial effects of this invention are as follows: By monitoring virtual item synthesis operations in real time and determining whether their operational behavior characteristics meet preset interference triggering conditions, the system automatically generates synthesis interference options when the conditions are met. These interference options can be fake or incorrect options. The generated interference items are very similar to the options provided by the game in terms of color and other visual effects, to the point that they are unrecognizable to the human eye. Furthermore, the generated interference items contain logical errors, thereby simulating possible misoperations by players in real-world operations. The system then receives these operation requests for the synthesis interference items and detects their processing and response times, thereby calculating the interference test results reflecting the system's fault tolerance performance. In this way, by combining a dynamic triggering mechanism with a response time detection mechanism, the fault tolerance performance of the game system's synthesis logic can be automatically and quantitatively tested without relying on manually written scripts. This allows for realistic simulation of misoperations or abnormal network conditions, covering a wider range of test scenarios.
[0017] Furthermore, the operational behavior characteristics include at least one of mouse hover duration, touch screen pressure, device movement speed, and operational decision index; the operational decision index = operational decision duration / average decision duration; Each operational behavior feature is configured with a corresponding interference threshold, and the preset interference conditions include the interference threshold for each operational behavior feature.
[0018] As described above, the system introduces the following features: mouse hover duration, touchscreen pressure, device movement speed, and operation decision index. Each feature is assigned an interference threshold. When monitoring operational behavior features, if any feature exceeds its corresponding threshold, the system determines that the interference condition is met, thus triggering the generation of synthetic interference options. In this way, by using human-computer interaction features as trigger signals, operational behavior data is bound to interference triggering logic, making the injected interference more closely resemble the behavioral characteristics of real player misoperations, thereby improving the realism and adaptability of the interference test.
[0019] Furthermore, options for generating synthetic interference include: Obtain a virtual item crafting decision tree, wherein the leaf nodes of the decision tree are virtual item crafting operations, and the non-leaf nodes of the decision tree are crafting condition acquisition operations; A synthesis interference option is generated for the virtual item synthesis operation with a first probability, and a synthesis interference option is generated for the synthesis condition acquisition operation with a second probability.
[0020] As described above, by introducing a virtual item synthesis decision tree model, the entire synthesis process is abstracted into a node structure: leaf nodes represent the final virtual item synthesis operation; non-leaf nodes represent the synthesis condition acquisition operation. The system generates interference options at different nodes based on preset probabilities. Therefore, this probabilistic injection mechanism makes the interference occurrence random, thereby simulating more complex user behavior paths and system states, enhancing test diversity, enabling differentiated testing for different operation stages, and improving the coverage and representativeness of test results.
[0021] Furthermore, after generating the synthetic interference options, it also includes: recording the number of client operations as the client version number and recording the number of server processing operations as the server version number; Receiving an operation request for the synthetic interference option further includes: When executing the operation request, the client version number and the server version number are obtained, and the version difference and the corresponding latency are calculated. If the latency exceeds a preset duration, an alarm is triggered.
[0022] As described above, by introducing client and server version numbers, quantitative monitoring of data synchronization status is achieved. Each operation performed by the client is recorded as a local version number increment; each request processed by the server is recorded as a remote version number increment. The system calculates the version difference between the two and the corresponding latency. When the latency exceeds a threshold, an alarm is triggered. In other words, the version number synchronization mechanism enables dynamic monitoring of the consistency between the client and server states. This method allows for real-time detection of state differences between the client and server, preventing data asynchrony or logical errors, ensuring data consistency during testing, and providing reliable data for performance analysis.
[0023] Furthermore, interference test results are obtained based on the processing time and response time of the operation request, including: The synchronization delay is calculated based on the difference between the client's response time to the operation request and the time the client sends the operation request. The false interception rate is calculated based on the number of times the synthetic interference option is triggered and the number of times it is successfully intercepted; The state recovery time is calculated based on the time when the server detects the abnormality of the operation request, the response time when the client receives the operation request, and the time when the client completes the local rollback. Calculate resource utilization based on CPU, memory, and bandwidth data during the time from when the server receives the operation request to when the client receives the response to the operation request; The vulnerability coverage rate is calculated based on the number of vulnerabilities discovered for the synthetic interference option during the total test duration. Interference test results are obtained by combining synchronization latency, error interception rate, state recovery time, resource utilization, and vulnerability coverage.
[0024] As described above, by collecting and quantifying key parameters throughout the entire interference operation process, including: synchronization latency (reflecting response delay); error interception rate (measuring the system's ability to identify erroneous operations); state recovery time (indicating the system's speed from anomaly to recovery); resource utilization rate (evaluating the system overhead of interference handling); and vulnerability coverage rate (testing the comprehensiveness of coverage), the interference test results are obtained by combining these five indicators, achieving a multi-dimensional evaluation from time, accuracy, stability, resource utilization to vulnerability discovery capabilities.
[0025] Please refer to Figure 5 Another embodiment of the present invention provides a dynamic interference testing system for virtual item synthesis, including a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it implements the various steps of the above-described dynamic interference testing method for virtual item synthesis.
[0026] The present invention relates to a dynamic interference testing method and system for virtual item synthesis, specifically an automated fault-tolerant testing method for client-server data synchronization in online games, applicable to the simulation and fault-tolerant verification of malfunctions in virtual item synthesis systems such as equipment synthesis, card fusion, and resource combination.
[0027] Please refer to Figure 1 and Figure 4 Embodiment 1 of the present invention is as follows: A method for testing dynamic interference in virtual item synthesis, comprising the following steps: S1. Monitor the virtual item synthesis operation. When the operation behavior characteristics of the virtual item synthesis operation meet the preset interference conditions, generate synthesis interference options.
[0028] The client system monitors, analyzes, and generates synthetic interference options. The operational behavior characteristics include at least one of the following: mouse hover duration, touch screen pressure, device movement speed, and operation decision index. Each operational behavior characteristic is configured with a corresponding interference threshold. The preset interference conditions include the interference threshold for each operational behavior characteristic.
[0029] In this embodiment, the operation decision index = operation decision duration / average decision duration, and the preset interference conditions are as follows: mouse hover duration ≥ 1.5s; touch screen pressing pressure ≥ 3N; device GPS moving speed > 10m / s; operation decision index > 0.7.
[0030] In this embodiment, the synthesized interference options must satisfy both visual deception constraints and logical deception constraints. The visual deception constraint is based on the theory of minimum perceptible difference of the human eye, meaning that the generated interference options are very similar to the options normally provided by the game in terms of visual effects such as color, to the point that they are unrecognizable to the human eye. The logical deception constraint means that they must conform to the game rule base.
[0031] The generation of synthetic interference options also requires determining the location where these options are injected, i.e., obtaining a virtual item synthesis decision tree. The leaf nodes of this decision tree represent virtual item synthesis operations, and the non-leaf nodes represent synthesis condition acquisition operations. Synthetic interference options are generated for the virtual item synthesis operations with a first probability, and for the synthesis condition acquisition operations with a second probability. In this embodiment, the first probability is 70%, and the second probability is 30%.
[0032] For example, in order to insert a distracting option at the last step when the player is about to complete the operation, and to take advantage of the player's decision fatigue or distraction to trigger a misoperation, for example, when the player hovers over a leaf node (such as "Confirm Crafting" + "Weapon") for more than 1.5 seconds, the system inserts a fake crafting distracting option (such as "Protection Charm") at this point with a 70% probability. Since the crafting distracting option is highly similar to the real operation target and is highly misleading, the player is likely to click the wrong option due to inertia. This is used to simulate the misoperation caused by the player's slip of the hand or accidental touch in a real scenario, which is close to the actual use scenario.
[0033] In some embodiments, synthetic interference options can be inserted in the middle of the operation process to break the player's operating habits and prevent them from recognizing interference patterns through fixed path memory.
[0034] S2. Receive an operation request for the synthetic interference option, and detect the processing time and response time of the operation request.
[0035] In this embodiment, synchronization detection and spatial coordinate verification are performed by a synchronization system. The number of client operations is recorded as the client version number, and the number of server processing operations is recorded as the server version number. When receiving an operation request for the synthetic interference option, the client version number and the server version number are also obtained when executing the operation request, and the version difference and the corresponding delay are calculated. If the delay exceeds a preset duration, an alarm is triggered.
[0036] The client version number can be represented as: client_vc = {'Client':3, 'Server':2}; the server version number can be represented as: server_vc = {'Client':2, 'Server':3}.
[0037] Each time the client performs an operation, client_vc['Client'] += 1; Each time the server processes a request, server_vc['Server'] += 1.
[0038] Then calculate the version difference: client_diff = client_vc['Client'] - server_vc['Client']; server_diff = server_vc['Server'] - client_vc['Server'].
[0039] If there is a version difference less than 0, it indicates that causality has been reversed.
[0040] Then calculate the version difference latency: abs(client_diff) * avg_network_latency; abs(server_diff) * processing_interval; Here, avg_network_latency represents the average network latency, and processing_interval represents the processing time interval set in the system.
[0041] The user perception threshold is set based on the following data:
[0042] like Figure 2As shown in this embodiment, a real-time comparison of the vector clocks of the client and server based on the NTP time synchronization mechanism is performed. If the divergence in the status version number (based on the vector clock) is greater than 100ms (the user perception threshold and the critical point for player lag perception), an alarm is triggered.
[0043] Additionally, it includes Merkle tree verification of the data synchronized between the client and the server, specifically including: (1) Data sharding: The data to be verified (such as files, database records, status information, etc.) is split into blocks of fixed size. Each block generates a unique hash value through a hash algorithm (such as SHA-256) and serves as a leaf node of the tree.
[0044] (2) Hierarchical hashing: Combine the hash values of adjacent leaf nodes into a new string, and calculate the hash value again as the parent node; repeat this process to aggregate upwards layer by layer until a unique root hash value is formed, and the whole structure presents a tree shape.
[0045] (3) Consistency verification: When it is necessary to verify data consistency, it is only necessary to compare the root hash values of both parties. If the root hashes are the same, the data is determined to be consistent; if they are different, the specific inconsistent data blocks can be quickly located by comparing the hash values of intermediate nodes layer by layer.
[0046] The real-time comparison of the vector clock, achieved through simple incrementing and decrementing of client and server version numbers and difference calculations, can independently track state discrepancies in the time dimension based on the visual and logical features of the interference options. Its lightweight computation (integer operations) is unaffected by the complex load brought about by the realism of the interference. The fast verification of the Merkle tree, through hierarchical hash aggregation, only requires comparing the root hash to determine the overall data consistency. When locating discrepancies, it can also quickly lock abnormal fragments. The verification efficiency does not depend on the generation complexity of the interference options. Both are lightweight mechanisms independent of the interference generation process. They do not increase detection latency due to the pursuit of high realism in interference options, nor do they sacrifice the realism of interference in order to prioritize detection speed, thereby further reducing the coupling between the realism of interference and detection latency.
[0047] It can also perform spatial verification, which involves calculating the deviation between the client and server coordinates. If the deviation exceeds a threshold, an anomaly is determined.
[0048] S3. Obtain the interference test results based on the processing time and response time of the operation request.
[0049] Specifically, the evaluation is performed by the server-side system. Synchronization latency is calculated based on the difference between the client's response time to the operation request and the time the client sends the operation request; the false interception rate is calculated based on the number of times the synthetic interference option is triggered and successfully intercepted; the state recovery time is calculated based on the time the server detects the anomaly in the operation request, the client's response time to the operation request, and the client's time to complete local rollback; resource utilization is calculated based on CPU, memory, and bandwidth data during the time from when the server receives the operation request to when the client receives the operation request; vulnerability coverage is calculated based on the number of vulnerabilities discovered by the synthetic interference option over the total test duration; and the interference test results are obtained by combining synchronization latency, false interception rate, state recovery time, resource utilization, and vulnerability coverage.
[0050] In this embodiment, a five-dimensional report is generated based on the testing process, including synchronization latency, error interception rate, state recovery time, resource utilization, and vulnerability coverage.
[0051] Among them, data collection points are as follows Figure 3 As shown, specifically: (1) Synchronization Latency: Sync_Latency = t3 - t0; In the formula, t0 represents the time when the client sends the request (local clock); t3 represents the time when the client receives the response (clock after NTP synchronization); when Sync_Latency < 50ms, it indicates excellent synchronization latency; when 50 ≤ Sync_Latency ≤ 100ms, it indicates acceptable synchronization latency.
[0052] (2) Error Block Rate: Block_Rate = Σ(number of successful interceptions) / Σ(number of interference events triggered) × 100%; where the number of successful interceptions and the number of interference events triggered can be collected from the ILLEGAL_REQUEST flag in the server log and from client erroneous operation events.
[0053] (3) Recovery Time: The recovery time is calculated based on the time when the abnormality is determined and the time when the client completes the automatic rollback, combined with the baseline compensation value; the client is judged to have a processing delay based on the recovery time and the preset threshold.
[0054] Recovery_Time=t4-t2+max(0, t4-t3-50); In the formula, t2 represents the time for the server to detect the anomaly; t4 represents the time for the client to complete the local rollback; 50ms is the baseline compensation value for network transmission; if t4 - t3 > 50ms, it is determined that there is a client processing delay.
[0055] (4) Resource Usage:
[0056] (5) Bug Coverage: Coverage = 1 - e (-λT) In the formula, λ represents the vulnerability discovery rate (vulnerabilities / hour), and T represents the testing duration (hours). Vulnerabilities are categorized as follows: synchronization logic errors, state rollback defects, resource contention issues, and visual deception failures.
[0057] (6) Correlation analysis of indicators:
[0058] Symbol definition:
[0059] The following provides specific application scenarios for this embodiment: Scene 1: MMORPG Weapon Enhancement and Crafting Test (1) Characteristics of system monitoring behavior: The player's mouse hovers over the "Weapon Enhancement" option for 2.3 seconds (>1.5s threshold).
[0060] (2) Generate interference options: The "Supreme Protection Charm" option is generated via HMAC-SHA256 (compliant with metal weapon regulations).
[0061] (3) Injection and monitoring: Options are dynamically inserted into the interface; if a player accidentally selects the wrong option: t1=2025-06-03 14:05:32.457; t2=2025-06-03 14:05:32.502; =45ms.
[0062] (4) Fault-tolerant triggering: The server detects illegal options and triggers a Merkle tree verification rollback (state recovery time 82ms).
[0063] Scenario 2: Card Game Skill Fusion Test (Mobile) (1) Behavioral feature recognition: The user's touch screen pressure is 3.8N (>3N threshold).
[0064] (2) Generation of interference options: Generate a "Critical Hit Rate +20%" option (in accordance with the card rule library).
[0065] (3) Monitoring results: =62ms, the server intercepts errors through Merkle tree verification.
[0066] Scenario 3: Open World Resource Crafting Test (1) Behavioral characteristic monitoring: The operational decision index = 0.82 (>0.7 threshold) is used to assess hesitation during operations.
[0067] (2) Spatial synchronization verification optimization: Client coordinates (125, 337, 58) Server coordinates (130, 340, 60).
[0068] Spatial deviation calculation: 6.7m > 5m.
[0069]
[0070] According to another aspect of the invention, Figure 5 This is a schematic diagram illustrating a dynamic interference testing system for virtual item synthesis according to an embodiment of the present invention. The system includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it implements the various steps of the dynamic interference testing method for virtual item synthesis as described above.
[0071] The above description is merely an embodiment of the present invention and does not limit the patent scope of the present invention. Any equivalent modifications made based on the content of the present invention specification and drawings, or direct or indirect applications in related technical fields, are similarly included within the patent protection scope of the present invention.
Claims
1. A dynamic interference testing method for virtual item synthesis, characterized in that, Including the following steps: Monitor virtual item synthesis operations, and when the operational behavior characteristics of the virtual item synthesis operation meet preset interference conditions, generate synthesis interference options; Receive an operation request for the synthetic interference option, and detect the processing time and response time of the operation request; The interference test results are obtained based on the processing time and response time of the operation request.
2. The dynamic interference testing method for virtual item synthesis according to claim 1, characterized in that, The operational behavior characteristics include at least one of mouse hover duration, touch screen pressure, device movement speed, and operational decision index; the operational decision index = operational decision duration / average decision duration; Each operational behavior feature is configured with a corresponding interference threshold, and the preset interference conditions include the interference threshold for each operational behavior feature.
3. The dynamic interference testing method for virtual item synthesis according to claim 1, characterized in that, Options for generating synthetic interference include: Obtain a virtual item crafting decision tree, wherein the leaf nodes of the decision tree are virtual item crafting operations, and the non-leaf nodes of the decision tree are crafting condition acquisition operations; A synthesis interference option is generated for the virtual item synthesis operation with a first probability, and a synthesis interference option is generated for the synthesis condition acquisition operation with a second probability.
4. The dynamic interference testing method for virtual item synthesis according to claim 3, characterized in that, After generating the synthetic interference options, the following are also included: recording the number of client operations as the client version number and recording the number of server processing operations as the server version number; Receiving an operation request for the synthetic interference option further includes: When executing the operation request, the client version number and the server version number are obtained, and the version difference and the corresponding latency are calculated. If the latency exceeds a preset duration, an alarm is triggered.
5. The dynamic interference testing method for virtual item synthesis according to claim 1, characterized in that, Interference test results are obtained based on the processing time and response time of the operation request, including: The synchronization delay is calculated based on the difference between the client's response time to the operation request and the time the client sends the operation request. The false interception rate is calculated based on the number of times the synthetic interference option is triggered and the number of times it is successfully intercepted; The state recovery time is calculated based on the time when the server detects the abnormality of the operation request, the response time when the client receives the operation request, and the time when the client completes the local rollback. Calculate resource utilization based on CPU, memory, and bandwidth data during the time from when the server receives the operation request to when the client receives the response to the operation request; The vulnerability coverage rate is calculated based on the number of vulnerabilities discovered for the synthetic interference option during the total test duration. Interference test results are obtained by combining synchronization latency, error interception rate, state recovery time, resource utilization, and vulnerability coverage.
6. A dynamic interference testing system for virtual item synthesis, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the computer program, it performs the following steps: Monitor virtual item synthesis operations, and when the operational behavior characteristics of the virtual item synthesis operation meet preset interference conditions, generate synthesis interference options; Receive an operation request for the synthetic interference option, and detect the processing time and response time of the operation request; The interference test results are obtained based on the processing time and response time of the operation request.
7. The dynamic interference testing system for virtual item synthesis according to claim 6, characterized in that, The operational behavior characteristics include at least one of mouse hover duration, touch screen pressure, device movement speed, and operational decision index; the operational decision index = operational decision duration / average decision duration; Each operational behavior feature is configured with a corresponding interference threshold, and the preset interference conditions include the interference threshold for each operational behavior feature.
8. The dynamic interference testing system for virtual item synthesis according to claim 6, characterized in that, Options for generating synthetic interference include: Obtain a virtual item crafting decision tree, wherein the leaf nodes of the decision tree are virtual item crafting operations, and the non-leaf nodes of the decision tree are crafting condition acquisition operations; A synthesis interference option is generated for the virtual item synthesis operation with a first probability, and a synthesis interference option is generated for the synthesis condition acquisition operation with a second probability.
9. The dynamic interference testing system for virtual item synthesis according to claim 8, characterized in that, After generating the synthetic interference options, the following are also included: recording the number of client operations as the client version number and recording the number of server processing operations as the server version number; Receiving an operation request for the synthetic interference option further includes: When executing the operation request, the client version number and the server version number are obtained, and the version difference and the corresponding latency are calculated. If the latency exceeds a preset duration, an alarm is triggered.
10. A dynamic interference testing system for virtual item synthesis according to claim 6, characterized in that, Interference test results are obtained based on the processing time and response time of the operation request, including: The synchronization delay is calculated based on the difference between the client's response time to the operation request and the time the client sends the operation request. The false interception rate is calculated based on the number of times the synthetic interference option is triggered and the number of times it is successfully intercepted; The state recovery time is calculated based on the time when the server detects the abnormality of the operation request, the response time when the client receives the operation request, and the time when the client completes the local rollback. Calculate resource utilization based on CPU, memory, and bandwidth data during the time from when the server receives the operation request to when the client receives the response to the operation request; The vulnerability coverage rate is calculated based on the number of vulnerabilities discovered for the synthetic interference option during the total test duration. Interference test results are obtained by combining synchronization latency, error interception rate, state recovery time, resource utilization, and vulnerability coverage.