摘要:
Disclosed herein is an apparatus for collecting game data in order to test performance of a game server. The apparatus includes a capture and filtering module, a control module, and a data management module. The capture and filtering module captures packets, transmitted and received between the game server and each of a plurality of game clients, using the plurality of game clients, and extracts a plurality of necessary data by performing filtering on the results of the capturing. The control module determines the movement route of a game character in such a way as to correspond to the plurality of necessary data, and controls the plurality of game clients based on the movement route. The data management module stores and manages the plurality of necessary data.
摘要:
Provided are an apparatus and method for analyzing a characteristic of a game player in real time. The apparatus includes at least one individual action determiner for calculating a player characteristic value indicating a level or tendency of a game player by giving a first weight to game play data values resulting from game play of the game player, an accuracy determiner for comparing the player characteristic value and a value set by an administrator, and calculating an accuracy value of the individual action determiner, a comprehensive level determiner for calculating a final characteristic value indicating a level or tendency of the game player by giving a second weight to the player characteristic values calculated by the individual action determiners when the accuracy value do not exceed a reference value, and a characteristic value output unit for outputting the final characteristic value.
摘要:
The test analysis system of a network according to an exemplary embodiment of the present invention includes: a server group having at least one server performing at least any one of generation of real-time information and storage of a server local log according to test scenarios; a client group having at least one client. communicating with the server group and performing at least any one of the generation of the real-time information and the storage of the local log according to the test scenarios; and a monitoring system storing the real-time information as a system log while monitoring the real-time information received from the server group and the client group during the execution of the test scenarios and informing a test manager of the monitored real-time information.
摘要:
Disclosed herein are an apparatus and method for generating virtual game clients. The apparatus includes a description grammar module, a description generation module, and a client generation and control module. The description grammar module includes a game packet description grammar. The description generation module generates a game protocol description corresponding to the structure of a packet protocol of a game and a game protocol sequence description corresponding to the relationship of transmission and reception between packets, based on the game packet description grammar. The client generation and control module generates a virtual game client using the game protocol description and the game protocol sequence description.
摘要:
Disclosed is a method for testing stability of a game server. The method for testing stability of a game server according to an exemplary embodiment of the present invention includes: executing, by at least one virtual user, actions or scenarios that are a list of actions; generating at least one game packets required to execute the executed actions or the actions included in the executed scenarios according to game protocols of specific game contents; and transmitting the generated game packets to a game server.
摘要:
Provided are an apparatus and method for providing the optimized speed and realistic expressions in real time while rendering wrinkled skin during character animation. The wrinkled skin at each expression is rendered using a normal map and a bump map. Generalized wrinkled skin data and weight data are generated by calculating a difference of the normal and bump maps and other normal and bump maps without expressions. Then, the wrinkled skin data of a desirable character is generated using the generalized wrinkle skin data at each expression, and then the normal and bump maps expressing a final wrinkled skin are calculated using the weight at each expression in a current animation time t. Therefore, the wrinkled skin in animation is displayed.
摘要:
The test analysis system of a network according to an exemplary embodiment of the present invention includes: a server group having at least one server performing at least any one of generation of real-time information and storage of a server local log according to test scenarios; a client group having at least one client. communicating with the server group and performing at least any one of the generation of the real-time information and the storage of the local log according to the test scenarios; and a monitoring system storing the real-time information as a system log while monitoring the real-time information received from the server group and the client group during the execution of the test scenarios and informing a test manager of the monitored real-time information.
摘要:
Disclosed herein is a network packet analysis technology that analyzes packet protocols without having preliminary information about the sequence of network packets, and is capable of analyzing the meanings of fields of each network packet, as well as the temporal sequence of the network packets, using pre-stored history sets. For this, the apparatus for analyzing network packets includes a history set generation unit for capturing and synchronizing network packets, input events and screen shots when an application is running, and then generating a plurality of history sets. A history set storage unit stores the plurality of history sets. A packet analysis unit analyzes the plurality of history sets stored in the history set storage unit and then analyzes a temporal sequence of the network packets and individual fields of each network packet.
摘要:
Disclosed herein are an apparatus and method for analyzing player's behavior pattern between a game client which is accessed by a player and via which the player plays a game and a game server which provides the player with a game service. The apparatus includes a capture unit, a data extraction unit, a cluster extraction unit, a matching unit, and a generalization unit. The capture unit captures packets transmitted and received between the game client and the game server. The data extraction unit extracts data corresponding to the player's behavior pattern from the packets. The cluster extraction unit extracts the player cluster, having similar behavioral characteristics, using the extracted data. The matching unit matches the player cluster with similar characteristics of an actual player set. The generalization unit generalizes the results of the matching.
摘要:
Disclosed herein is a scenario-based load testing apparatus and method. The scenario-based load testing apparatus includes a packet analysis unit, a scenario creation unit, and a load generation unit. The packet analysis unit creates a virtual map and game grammar by capturing and analyzing packets sent between a server and a client. The scenario creation unit creates a scenario of a virtual user on the virtual map. The load generation unit generates a load by creating packet data corresponding to the virtual user in compliance with the game grammar and the scenario.