Virtual Client
by genomegames · in Torque 3D Professional · 11/15/2012 (1:59 am) · 8 replies
It's hard to find enough count of players to test a MMOg.
I would develop a virtual client. This client will emulate actions of a real player: run, jump, fire, buy and sell, take up a loot, etc. Also this client will not load a client machine, and we could start some virtual clients on the one client computer. But server side will think and treat queries of a virtual client like queries of a real player.
I guess: it could be a sequence of commands in Torque Script.
Does anybody has some thoughts about this?
Thank you for your time!
I would develop a virtual client. This client will emulate actions of a real player: run, jump, fire, buy and sell, take up a loot, etc. Also this client will not load a client machine, and we could start some virtual clients on the one client computer. But server side will think and treat queries of a virtual client like queries of a real player.
I guess: it could be a sequence of commands in Torque Script.
Does anybody has some thoughts about this?
Thank you for your time!
About the author
#2
Not sure if it would work ... but worth a shot to look at.
11/15/2012 (5:27 am)
@genomegames: Can you not used a customised version of the Journal Replay functionality.Not sure if it would work ... but worth a shot to look at.
#3
When you have some dozens or hundred of players?
I thought a lot about this but nothing seems well;
Virtual Client is a good dream, but it's really difficult to release: from the beginning a game was developing for humans and I need to rewrite all interfaces to a program can play well like a human, it's not like an AI because an AI is running on the server but virtual client must play from the client side, therefore virtual client hasn't eyes to look what is going on the screen; if game events will happen on the server we cannot measure the server loading.
How do developers of Torque test a net subsystem?
Any thoughts will help
Thank you
11/23/2012 (5:30 am)
How do you test a multiplayer game?When you have some dozens or hundred of players?
I thought a lot about this but nothing seems well;
Virtual Client is a good dream, but it's really difficult to release: from the beginning a game was developing for humans and I need to rewrite all interfaces to a program can play well like a human, it's not like an AI because an AI is running on the server but virtual client must play from the client side, therefore virtual client hasn't eyes to look what is going on the screen; if game events will happen on the server we cannot measure the server loading.
How do developers of Torque test a net subsystem?
Any thoughts will help
Thank you
#4
11/23/2012 (7:47 am)
Maybe you could make use of the AiClient and AiConnection classes to simulate this. Just a thought, haven't tried it or fiddled with those at all, just glanced at them a while back and your question brought them to mind.
#5
but as I said: I cannot use an AI because an AI is running on the server but virtual client must play from the client side
11/23/2012 (8:34 am)
Thank you for your replybut as I said: I cannot use an AI because an AI is running on the server but virtual client must play from the client side
#6
and my plan was to use commandToclient() for calling a function on client site.
on that function u have to increase/decrease movement trigger.
if u do not know about those trigger then look info default.bind.cs.
that was a thought.never implemented.
but u can try
11/23/2012 (10:31 am)
i thought on that.and my plan was to use commandToclient() for calling a function on client site.
on that function u have to increase/decrease movement trigger.
if u do not know about those trigger then look info default.bind.cs.
that was a thought.never implemented.
but u can try
#7
If it is a network connection you will have to implement a client that simulates multiple connections or run a bunch of clients on the same machine. Perhaps with low res options or even no video at all to reduce loading.
If you are testing gameplay then you can have the Artificial Players be anywhere, including the server. Also, you may be able to create a client that runs AI on the client for testing. This again will require a custom client.
I don't think you have a clear understanding of what you need to test. AI players on the server would be just as useful for gameplay as client based AI. Which is what you are asking for.
11/23/2012 (10:55 pm)
Are you testing network connections or gameplay? If it is a network connection you will have to implement a client that simulates multiple connections or run a bunch of clients on the same machine. Perhaps with low res options or even no video at all to reduce loading.
If you are testing gameplay then you can have the Artificial Players be anywhere, including the server. Also, you may be able to create a client that runs AI on the client for testing. This again will require a custom client.
I don't think you have a clear understanding of what you need to test. AI players on the server would be just as useful for gameplay as client based AI. Which is what you are asking for.
#8
I can start 7 client side programs on my pc. If I start even one, it crashed. It is too small to test multiplayer game.
11/24/2012 (1:26 am)
Already I have tested a loading of the network subsystems: 15 clients don't increase a traffic and it is small as well. Then I will try to test a work of the server with a special AI wich simulates player's actions.I can start 7 client side programs on my pc. If I start even one, it crashed. It is too small to test multiplayer game.
Ahsan Muzaheed
Default Studio Name
i think it will not be hard to implement.
just have to open another t3d instance.join into game then start a schedule which will increase/decrease trigger movements of player