Game Development Reference
In-Depth Information
Here's an example of SimScript code:
# this script brings an avatar directly into a testable condition inside the game: a
quick skill test is then performed
wait_until game_state selectasim
pick_avatar $alpha_chimp
wait_until game_state inlot
chat Hi. I'm in and running.
log_message Testing object placement
log_objects
place_object chair 10 10
log_objects
# invoke a command on a different client
remote_command $monkey_bo. use_object chair sit
# and do some skill increase for self
set_data avatar reading_skill 0
use_object bookshelf read
wait_until avatar reading_skil 100
Load Testing
Load-testing using the TSO system was a significant challenge because they wanted to
simulate realistic loads accurately on a continual basis to stabilize their system prior
to going live. To this effect, they created a series of test clients. Each client acts inde-
pendently and is controlled either by a scripted series of individual user interface
actions or by an event generation algorithm. The system was set up to collect data
from all clients and from the main server cluster and to start up and shut down the
system automatically, while also fully automating the metrics collection. To control
the load testing they used LoadRunner, a commercially available load generation system.
Bridge code hooks LoadRunner into the TSO test client and enables LoadRunner to
control up to thousands of simulated users against a given candidate server cluster.
Configuring the client to run without a GUI ( NullView ) significantly reduces the memory
footprint and allows many more test clients per load generation box.
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