Added section 2.10: Testing

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Jonatan Pålsson 2011-05-03 23:15:02 +02:00
parent 5f187abbf6
commit edb354fc43

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@ -3323,7 +3323,41 @@ Testing
\end_layout \end_layout
\begin_layout Standard \begin_layout Standard
NOTE: This is not a part of the final text. There are several ways in which the GGS can be tested.
The most important aspect has been deemed to be the experience players
have when using the GGS.
In order to test the user experience of the GGS, a realistic usage scenario
has to be set up.
\end_layout
\begin_layout Standard
The GGS is intended to be used for powering games which have many concurrent
players.
The players need not participate in the same instance of the game, games
such as chess are prime candidates for the GGS.
\end_layout
\begin_layout Standard
When developing the GGS, two main categories of games exhibiting different
performance demands were identified; real-time games and turn-based games.
The real-time games were deemed more demanding than the turn based games.
Tests were carried out using a real time game, since this is the more demanding
type of games.
\end_layout
\begin_layout Standard
The real time game chosen for testing the GGS is
\emph on
Pong
\emph default
, a game in which two players play a game involving a all and two paddles.
The goal for each player is to shoot eside the othre player's paddle while
not allowing the ball to pass by her own paddle.
The game requires real time updates and is quite demanding when played
in several instances concurrently.
\end_layout
\begin_layout Standard
There has been some work on the area of testing game servers, see There has been some work on the area of testing game servers, see
\begin_inset CommandInset citation \begin_inset CommandInset citation
LatexCommand citet LatexCommand citet
@ -3349,6 +3383,24 @@ number of clients
able to connect to the server, and the system load. able to connect to the server, and the system load.
\end_layout \end_layout
\begin_layout Standard
Similar tests were performed on the GGS, and the results of these tests
are visible in chapter
\begin_inset CommandInset ref
LatexCommand ref
reference "chap:Results-and-discussion"
\end_inset
.
The tests were initially performed by starting an operating system process
for each player.
Due to lack of hardware, not enough player processes could be started in
this way.
The bots were re-written in Erlang, and due to Erlang's light weigh threads,
enough processes could be created to successfully test the server.
\end_layout
\begin_layout Chapter \begin_layout Chapter
Implementation of a prototype Implementation of a prototype
\begin_inset CommandInset label \begin_inset CommandInset label
@ -5729,6 +5781,13 @@ Usability
\begin_layout Chapter \begin_layout Chapter
Results and discussion Results and discussion
\begin_inset CommandInset label
LatexCommand label
name "chap:Results-and-discussion"
\end_inset
\end_layout \end_layout
\begin_layout Section \begin_layout Section