Test Automation of Real-Time, Multi-User Games
Challenges in Testing & Automating Games
Testing real-time, multi-user games built for native apps and / or browser-based on phones / mobile devices / tablets / desktop browsers makes testing of regular products as apps, or websites appear like a piece of cake. Testing such real-time and multi-user games becomes even more challenging when you think about automating the same.
I got an opportunity to build Functional Test Automation for a suite of games – and what an exciting time it turned out to be!
These games are built either using Cocos2d-x, or Unity (cross platform game engines for mobile games, apps and other cross platform interactive GUI and are known for their speed, stability, and ease-of-use).
The key challenges I encountered here were:
- Millions of users, playing games on a huge variety of devices (Android & iOS native apps, Mobile-Web, and Desktop Web)
- Limited unit testing
- API testing & Functional Testing done in isolation (mini-waterfall approach)
- Usage of Cocos2d-x & Unity for game rendering – which cannot be automated via Appium
- Limited Functional Automation (for native apps)
An approach to Functional Automation of Real-Time, Multi-User Game scenarios
I overcame the above mentioned challenges by doing the following:
- A better way of working (you can call it ‘Agile’)
- Break down the walls by fostering a mindset of “build quality-in, as opposed to test for quality”
- Built a new functional automation framework using java / testing / appium-test-distribution / reportportal / jenkins with focus on – specify test intent once and run on all supported channels (ex: Android, iOS, Mobile-Web, and Web)
- Built a solution for Cocos2d-x layer automation
- Created a vision of CI-CD for the organization, and setup code-based CI pipelines to enable end-2-end visibility
- Made the framework extensible by providing ability to use same framework for multiple games
The focus of this talk will be to:
- Share an example of a particular use case
- Share the solutions, including code snippets, implemented for:
- Functional Test Automation Framework Architecture & Design
- Ease of Test Implementation, while maintaining code quality and promoting reuse
- Test Execution on local Vs CI, on-demand as well as on every new build
Outline/Structure of the Case Study
- Challenges of testing real-time, multi-user games (3 min)
- Testing and Test Automation Strategy to give early feedback (3 min)
- Functional Test Automation Framework design, architecture including bots, game engine interaction (20 min)
- Specify test once, implement and run on multiple channels (5 min)
- Test Execution & Reporting (4 min)
- Overcoming other challenges (3 min)
- Next steps (2 min)
- Q&A (5 min
- A case study of the automation strategy for real-time, multi-user games
- Test Automation Framework design & architecture to support multiple products, and multiple channels per product
- Solution for automating Cocos2d-x layer
- CI-CD setup, with multi-branch pipeline
- Upskilling team members on this approach (coding practices, PRs, design patterns, etc.)
Test Automation Engineers of all levels, Developers
Prerequisites for Attendees
Basic understanding of multi-player games
If any experience in testing games, then even better
schedule Submitted 1 year ago
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