CN111143214A - Game performance monitoring method, device, server and storage medium - Google Patents

Game performance monitoring method, device, server and storage medium Download PDF

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Publication number
CN111143214A
CN111143214A CN201911363416.9A CN201911363416A CN111143214A CN 111143214 A CN111143214 A CN 111143214A CN 201911363416 A CN201911363416 A CN 201911363416A CN 111143214 A CN111143214 A CN 111143214A
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game
monitored
monitoring
configuration information
performance
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毛芳
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Shanghai Mihoyo Tianming Technology Co Ltd
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Shanghai Mihoyo Tianming Technology Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F11/00Error detection; Error correction; Monitoring
    • G06F11/36Preventing errors by testing or debugging software
    • G06F11/362Software debugging
    • G06F11/3644Software debugging by instrumenting at runtime
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F11/00Error detection; Error correction; Monitoring
    • G06F11/36Preventing errors by testing or debugging software
    • G06F11/3668Software testing
    • G06F11/3672Test management

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  • Theoretical Computer Science (AREA)
  • Computer Hardware Design (AREA)
  • Quality & Reliability (AREA)
  • Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Debugging And Monitoring (AREA)

Abstract

The embodiment of the invention discloses a game performance monitoring method, a game performance monitoring device, a server and a storage medium. When a game to be monitored is started, a monitoring starting command corresponding to the game to be monitored is received, the UI control is called, and the configuration information of the game to be monitored, which is sent by the UI control, is received, so that the server can monitor specific performance data according to the configuration information, the influence of other data is reduced, the monitoring of unnecessary data can also be reduced, the efficiency of monitoring the game to be monitored is improved, in the running process of the game to be monitored, a script file of the game to be monitored is called, and the performance data of the game to be monitored is monitored according to a test case and the configuration information in the script file in a preset time period. The purpose of automatically monitoring the performance data of the game to be monitored according to the test case and the configuration information is achieved, and the monitoring efficiency of the game to be monitored is improved.

Description

Game performance monitoring method, device, server and storage medium
Technical Field
The embodiment of the invention relates to computer technology, in particular to a game performance monitoring method, a game performance monitoring device, a server and a storage medium for running a game.
Background
With the market share of games becoming higher and higher, most of the well-known game development companies put more technical research and development into game development. With the increasing complexity of games, various performance problems, such as stability, fluency, memory occupation, power consumption, etc., are inevitably introduced in the development process of the games. Therefore, before the game is formally on line, a game development company needs to perform performance testing on the game to monitor the performance of the client, find an optimization direction in the future and ensure the stability of the client.
In the prior art, after a game runs on a client, for example, after the game runs on an Android machine, a performance calling program needs to be manually input to read performance information of a certain level of the game or the client when the whole game is finished.
However, this method of manually acquiring performance data of a client running a game requires a lot of labor and time.
Disclosure of Invention
The embodiment of the invention provides a game performance monitoring method, a game performance monitoring device, a server and a storage medium, which are used for automatically monitoring a client running a game and reducing the waste of manpower and time.
In a first aspect, an embodiment of the present invention provides a game performance monitoring method, where the method is applied to a server, and includes:
when a game to be monitored is started, receiving a monitoring starting command corresponding to the game to be monitored;
calling a UI control according to the monitoring starting command and receiving the configuration information of the game to be monitored, which is sent by the UI control;
and calling the script file of the game to be monitored in the running process of the game to be monitored, and monitoring the performance data of the game to be monitored according to the test case in the script file and the configuration information in a preset time period.
In a second aspect, an embodiment of the present invention further provides a game performance monitoring apparatus, where the game performance monitoring apparatus includes:
the monitoring module starting module is used for receiving a monitoring starting command corresponding to the game to be monitored when the game to be monitored is started;
the configuration information receiving module is used for calling a UI control according to the monitoring starting command and receiving the configuration information of the game to be monitored, which is sent by the UI control;
and the performance data monitoring module is used for calling the script file of the game to be monitored in the running process of the game to be monitored and monitoring the performance data of the game to be monitored according to the test case in the script file and the configuration information in a preset time period.
In a third aspect, an embodiment of the present invention further provides a server, where the server includes:
one or more processors;
a memory for storing one or more programs;
when executed by the one or more processors, cause the one or more processors to implement a game performance monitoring as described in any one of the first aspects.
In a fourth aspect, embodiments of the present invention also provide a storage medium containing computer-executable instructions, wherein the computer-executable instructions, when executed by a computer processor, implement a game performance monitoring as described in any one of the first aspect.
According to the technical scheme provided by the embodiment of the invention, when the game to be monitored is started, the monitoring starting command corresponding to the game to be monitored is received, the UI control is called, and the configuration information of the game to be monitored, which is sent by the UI control, is received, so that the server can monitor specific performance data according to the configuration information, the influence of other data is reduced, the monitoring of unnecessary data is reduced, the monitoring efficiency of the game to be monitored is improved, in the running process of the game to be monitored, the script file of the game to be monitored is called, and the performance data of the game to be monitored is monitored according to the test case and the configuration information in the script file in a preset time period. The problem that in the prior art, a large amount of labor and time are needed in a mode of manually acquiring the performance data of the client end of the running game is solved, the purpose of automatically monitoring the performance data of the game to be monitored according to the test case and the configuration information is achieved, and the monitoring efficiency of the game to be monitored is improved.
Drawings
Fig. 1 is a schematic flow chart of a game performance monitoring method according to an embodiment of the present invention;
FIG. 2 is a schematic flow chart of a game performance monitoring method according to a second embodiment of the present invention;
fig. 3 is a schematic structural diagram of a game performance monitoring apparatus according to a third embodiment of the present invention;
fig. 4 is a schematic structural diagram of a server according to a fourth embodiment of the present invention.
Detailed Description
The present invention will be described in further detail with reference to the accompanying drawings and examples. It is to be understood that the specific embodiments described herein are merely illustrative of the invention and are not limiting of the invention. It should be further noted that, for the convenience of description, only some of the structures related to the present invention are shown in the drawings, not all of the structures.
Example one
Fig. 1 is a schematic flow chart of a game performance monitoring method according to an embodiment of the present invention, which is applicable to a situation where performance monitoring is performed on a game to be monitored automatically, and the method can be executed by a game performance monitoring apparatus, where the apparatus can be implemented by software and/or hardware and is generally integrated in a terminal or a server. Referring specifically to fig. 1, the method may include the steps of:
s110, when the game to be monitored is started, receiving a monitoring starting command corresponding to the game to be monitored.
The monitoring starting command can be understood as a performance monitoring instruction sent to the server by the game developer through the performance monitoring interface. It can be understood that before the performance monitoring of the game to be monitored, the game to be monitored needs to be started, and a specific starting method may be that a game developer sends a game starting command (for example, a GM command) to a server, and the server controls the starting of the game to be monitored according to the game starting command. After the game to be monitored is started, the server can feed back successful starting information to the game developer, so that the game developer sends a monitoring starting command to the server according to the information to wake up a monitoring module in the server to monitor the game to be monitored, and performance monitoring of the game to be monitored is facilitated through the monitoring module.
And S120, calling the UI control according to the monitoring starting command and receiving the configuration information of the game to be monitored, which is sent by the UI control.
The UI control may be understood as a user interface control for presenting information related to the game to be monitored to a game developer or player, for example, a game profile, a game character, a level profile, and the like, or providing the game developer or player with different options, game selection options, character selection options, equipment selection options, skill output options, and the like.
In this embodiment, after the monitoring module is awakened, the server displays information to be monitored to the game developer by calling the UI control (man-machine switching control) so that the game developer determines configuration information of the game to be monitored and sends the configuration information to the server, and the server can subsequently monitor the game to be monitored according to the configuration information.
Optionally, the configuration information may include monitoring parameters and monitoring time periods. The monitoring parameters may include game parameters such as certain level types, certain skill output values, certain special effect effects and the like. The monitoring time period may be the time required to execute a certain number of levels or the entire running time period of the game to be monitored. For example, when the server monitors the performance of the game to be monitored, the monitoring parameters may be a skill release condition of the a hero when pushing the defense tower, a device addition condition, a defense tower state, and walking position information of the a hero when fighting with other heros, and the like, and the monitoring time period may be a time period required by the a hero to push the defense tower, or a time period required by the game to be monitored from the start of the game to the end of the game, and the like. It can be understood that the server may monitor the monitoring parameters in the monitoring time period according to the configuration information, so as to reduce the influence of other data, reduce the monitoring of unnecessary data, and improve the efficiency of monitoring the game to be monitored.
S130, in the running process of the game to be monitored, calling the script file of the game to be monitored, and monitoring the performance data of the game to be monitored according to the test case and the configuration information in the script file in a preset time period.
The script file can comprise a test case of the game to be monitored, the test case can correctly simulate the fighting condition, the skill output condition, the walking condition, the group fighting condition and the like of the game to be monitored, and the preset time period can be a monitoring time period. Optionally, the performance data includes at least one of memory usage, CPU usage, traffic consumption, network delay value, and number of frames transmitted per second of the game to be monitored.
After the configuration information is determined through the steps, the monitoring module of the server can control the running of the game to be monitored, call the script file of the game to be monitored, and automatically monitor the performance data in the set monitoring time period according to the test case and the configuration information in the script file. Compared with the problem that the monitoring efficiency is low due to the fact that codes need to be manually input to monitor performance data of the game to be monitored in the prior art, the method can achieve the purposes that the monitoring time period and the monitoring parameters are determined according to the acquired configuration information, and the game to be monitored is automatically monitored by running the test cases.
According to the technical scheme provided by the embodiment of the invention, when the game to be monitored is started, the monitoring starting command corresponding to the game to be monitored is received, the UI control is called, and the configuration information of the game to be monitored, which is sent by the UI control, is received, so that the server can monitor specific performance data according to the configuration information, the influence of other data is reduced, the monitoring of unnecessary data is reduced, the monitoring efficiency of the game to be monitored is improved, in the running process of the game to be monitored, the script file of the game to be monitored is called, and the performance data of the game to be monitored is monitored according to the test case and the configuration information in the script file in a preset time period. The problem that in the prior art, a large amount of labor and time are needed in a mode of manually acquiring the performance data of the client end of the running game is solved, the purpose of automatically monitoring the performance data of the game to be monitored according to the test case and the configuration information is achieved, and the monitoring efficiency of the game to be monitored is improved.
Example two
Fig. 2 is a schematic flow chart of a game performance monitoring method according to a second embodiment of the present invention. The technical scheme of the embodiment adds a new step on the basis of the embodiment. Optionally, in the running process of the game to be monitored, before the script file of the game to be monitored is called, the method further includes: and acquiring the associated information of each level of the game to be monitored. In the method, reference is made to the above-described embodiments for those parts which are not described in detail. Referring specifically to fig. 2, the method may include the steps of:
s210, when the game to be monitored is started, receiving a monitoring starting command corresponding to the game to be monitored.
And S220, calling the UI control according to the monitoring starting command and receiving the configuration information of the game to be monitored, which is sent by the UI control.
S230, acquiring the associated information of the performance data of the game to be monitored.
Wherein, the associated information can be understood as the execution sequence of different performance data. For example, in the normal operation process of a game to be monitored, different levels, different scenes, scene switching, and special effect switching may have a specific execution sequence, and this execution sequence may also reflect the dependency relationship of the same type of performance data, for example, if the performance data is a level, it is necessary to successfully attack one level first to attack the next level. Illustratively, when the A hero attacks the defense towers of the other party, two common defense towers of a certain route are pushed, then the defense tower closest to the crystal of the other party is pushed, and finally the crystal of the other party is pushed, and the sequences of the two general defense towers can be understood as the associated information of the performance data.
S240, in the running process of the game to be monitored, calling the script file of the game to be monitored, and monitoring the performance data of the game to be monitored according to the test case and the configuration information in the script file in a preset time period.
Optionally, the script file of the game to be monitored can be called according to the configuration information and the associated information. It can be understood that the configuration information may include a time period and specific performance data of the game to be monitored, and the associated information may be an execution sequence of different performance data, so that the script file of the game to be monitored may include the time period, specific performance data and the execution sequence of the performance data to be monitored, and the server may run a specific test case to monitor the performance data of the game to be monitored according to the time period, specific performance data and the execution sequence of the performance data to be monitored.
Illustratively, in the running process of the game to be monitored, the configuration information is a checkpoint at which 1-3 defense towers of the other party are pushed, the associated information can be the tower pushing sequence of the three defense towers, and the server can call a script file containing test cases of 1-3 defense towers according to the configuration information and the tower pushing sequence and run the test cases of the script file to automatically monitor the performance data of the game to be monitored.
Optionally, after the performance data of the game to be monitored is monitored, the performance data analysis module of the server may obtain the monitoring result, compare the monitoring result with the standard performance data in the performance log, and display the comparison result. Illustratively, the performance data is an injury value of B received by A when A attacks B, if the standard injury value is 50, but the injury value of B received by A in the monitoring result is 100, the performance data is wrong by comparing the injury value of the monitoring result with the standard injury value, and error information is sent out, the server can position information such as a time point and a checkpoint when A attacks B according to the error information, and then the positioning information is displayed to a game developer, so that the game developer debugs a game to be monitored according to the positioning information, and the problem of the game to be monitored after the game to be monitored is online is avoided.
According to the technical scheme provided by the embodiment of the invention, in the running process of the game to be monitored, before the script file of the game to be monitored is called, the associated information of the performance data of the game to be monitored is obtained, then the script file of the game to be monitored is called according to the configuration information and the associated information, and the performance data of the game to be monitored is monitored according to the test cases and the configuration information in the script file in a preset time period, so that the purpose of improving the monitoring accuracy of the game to be monitored can be achieved.
EXAMPLE III
Fig. 3 is a schematic structural diagram of a game performance monitoring apparatus according to a third embodiment of the present invention. Referring to fig. 3, the system includes: a monitoring module starting module 31, a configuration information receiving module 32 and a performance data monitoring module 33.
The monitoring module starting module 31 is configured to receive a monitoring starting command corresponding to a game to be monitored when the game to be monitored is started; the configuration information receiving module 32 is configured to invoke the UI control according to the monitoring start command and receive the configuration information of the game to be monitored, which is sent by the UI control; and the performance data monitoring module 33 is configured to invoke a script file of the game to be monitored in the running process of the game to be monitored, and monitor the performance data of the game to be monitored according to the test case and the configuration information in the script file within a preset time period.
On the basis of the above technical solutions, the apparatus further includes: a configuration information receiving module; the configuration information receiving module is used for receiving configuration information input from the outside through the UI control.
On the basis of the technical schemes, the configuration information of the game to be monitored comprises the following steps: monitoring parameters and monitoring time periods.
On the basis of the above technical solutions, the apparatus further includes: a correlation information acquisition module; the relevant information acquisition module is used for acquiring relevant information of performance data of the game to be monitored.
On the basis of the above technical solutions, the performance data monitoring module 33 is further configured to call a script file of the game to be monitored according to the configuration information and the association information.
On the basis of the technical schemes, the performance data comprises at least one of the memory usage amount, the CPU usage rate, the flow consumption amount, the network delay value and the transmission frame number per second of the game to be monitored.
On the basis of the above technical solutions, the apparatus further includes: a comparison result display module; and the comparison result display module is used for acquiring the monitoring result, comparing the monitoring result with the standard performance data in the performance log and displaying the comparison result.
According to the technical scheme provided by the embodiment of the invention, when the game to be monitored is started, the monitoring starting command corresponding to the game to be monitored is received, the UI control is called, and the configuration information of the game to be monitored, which is sent by the UI control, is received, so that the server can monitor specific performance data according to the configuration information, the influence of other data is reduced, the monitoring of unnecessary data is reduced, the monitoring efficiency of the game to be monitored is improved, in the running process of the game to be monitored, the script file of the game to be monitored is called, and the performance data of the game to be monitored is monitored according to the test case and the configuration information in the script file in a preset time period. The problem that in the prior art, a large amount of labor and time are needed in a mode of manually acquiring the performance data of the client end of the running game is solved, the purpose of automatically monitoring the performance data of the game to be monitored according to the test case and the configuration information is achieved, and the monitoring efficiency of the game to be monitored is improved.
Example four
Fig. 4 is a schematic structural diagram of a server according to a fourth embodiment of the present invention. FIG. 4 illustrates a block diagram of an exemplary server 12 suitable for use in implementing embodiments of the present invention. The server 12 shown in fig. 4 is only an example, and should not bring any limitation to the function and the scope of use of the embodiment of the present invention.
As shown in FIG. 4, the server 12 is in the form of a general purpose computing device. The components of the server 12 may include, but are not limited to: one or more processors or processing units 16, a system memory 28, and a bus 18 that couples various system components including the system memory 28 and the processing unit 16.
Bus 18 represents one or more of any of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, and a processor or local bus using any of a variety of bus architectures. By way of example, such architectures include, but are not limited to, Industry Standard Architecture (ISA) bus, micro-channel architecture (MAC) bus, enhanced ISA bus, Video Electronics Standards Association (VESA) local bus, and Peripheral Component Interconnect (PCI) bus.
The server 12 typically includes a variety of computer system readable media. Such media may be any available media that is accessible by server 12 and includes both volatile and nonvolatile media, removable and non-removable media.
The system memory 28 may include computer system readable media in the form of volatile memory, such as Random Access Memory (RAM)30 and/or cache memory 32. The server 12 may further include other removable/non-removable, volatile/nonvolatile computer system storage media. By way of example only, storage system 34 may be used to read from and write to non-removable, nonvolatile magnetic media (not shown in FIG. 4, and commonly referred to as a "hard drive"). Although not shown in FIG. 4, a magnetic disk drive for reading from and writing to a removable, nonvolatile magnetic disk (e.g., a "floppy disk") and an optical disk drive for reading from or writing to a removable, nonvolatile optical disk (e.g., a CD-ROM, DVD-ROM, or other optical media) may be provided. In these cases, each drive may be connected to bus 18 by one or more data media interfaces. Memory 28 may include at least one program product having a set of program modules (e.g., a monitoring module activation module 31, a configuration information receiving module 32, and a performance data monitoring module 33 of a game performance monitoring apparatus) configured to perform the functions of embodiments of the present invention.
A program/utility 44 having a set of program modules 46 (e.g., the monitoring module activation module 31, the configuration information reception module 32, and the performance data monitoring module 33 of the game performance monitoring device) may be stored, for example, in memory 28, such program modules 46 including, but not limited to, an operating system, one or more application programs, other program modules, and program data, each of which examples or some combination thereof may include an implementation of a network environment. Program modules 46 generally carry out the functions and/or methodologies of the described embodiments of the invention.
The server 12 may also communicate with one or more external devices 14 (e.g., keyboard, pointing device, display 24, etc.), with one or more devices that enable a user to interact with the server 12, and/or with any devices (e.g., network card, modem, etc.) that enable the server 12 to communicate with one or more other computing devices. Such communication may be through an input/output (I/O) interface 22. Also, the server 12 may communicate with one or more networks (e.g., a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network, such as the Internet) via the network adapter 20. As shown, the network adapter 20 communicates with the other modules of the server 12 via the bus 18. It should be appreciated that although not shown in FIG. 4, other hardware and/or software modules may be used in conjunction with the server 12, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, among others.
The processing unit 16 executes various functional applications and data processing by executing programs stored in the system memory 28, for example, to implement a game performance monitoring method provided by an embodiment of the present invention, the method including:
when a game to be monitored is started, receiving a monitoring starting command corresponding to the game to be monitored;
calling a UI control according to the monitoring starting command and receiving configuration information of the game to be monitored, which is sent by the UI control;
and calling the script file of the game to be monitored in the running process of the game to be monitored, and monitoring the performance data of the game to be monitored in a preset time period according to the test case and the configuration information in the script file.
The processing unit 16 executes various functional applications and data processing by executing programs stored in the system memory 28, for example, to implement a game performance monitoring method provided by an embodiment of the present invention.
Of course, those skilled in the art can understand that the processor can also implement the technical solution of the game performance monitoring method provided by any embodiment of the present invention.
EXAMPLE five
An embodiment of the present invention further provides a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements a game performance monitoring method provided in an embodiment of the present invention, where the method includes:
when a game to be monitored is started, receiving a monitoring starting command corresponding to the game to be monitored;
calling a UI control according to the monitoring starting command and receiving configuration information of the game to be monitored, which is sent by the UI control;
and calling the script file of the game to be monitored in the running process of the game to be monitored, and monitoring the performance data of the game to be monitored in a preset time period according to the test case and the configuration information in the script file.
Of course, the computer program stored on the computer-readable storage medium provided by the embodiments of the present invention is not limited to the above method operations, and may also perform related operations in a game performance monitoring method provided by any embodiments of the present invention.
Computer storage media for embodiments of the invention may employ any combination of one or more computer-readable media. The computer readable medium may be a computer readable signal medium or a computer readable storage medium. A computer readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, or device, or any combination of the foregoing. More specific examples (a non-exhaustive list) of the computer readable storage medium would include the following: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the context of this document, a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, or device.
A computer readable signal medium may include configuration information, script files, test cases, etc. which carry computer readable program code embodied therein. Such propagated configuration information, script files, test cases, and the like. A computer readable signal medium may also be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, or device.
Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Computer program code for carrying out operations for aspects of the present invention may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, Smalltalk, C + +, or the like, as well as conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any type of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet service provider).
It should be noted that, in the embodiment of the game performance monitoring apparatus, the modules included in the embodiment are only divided according to the functional logic, but are not limited to the above division as long as the corresponding functions can be implemented; in addition, specific names of the functional units are only for convenience of distinguishing from each other, and are not used for limiting the protection scope of the present invention.
It is to be noted that the foregoing is only illustrative of the preferred embodiments of the present invention and the technical principles employed. It will be understood by those skilled in the art that the present invention is not limited to the particular embodiments described herein, but is capable of various obvious changes, rearrangements and substitutions as will now become apparent to those skilled in the art without departing from the scope of the invention. Therefore, although the present invention has been described in greater detail by the above embodiments, the present invention is not limited to the above embodiments, and may include other equivalent embodiments without departing from the spirit of the present invention, and the scope of the present invention is determined by the scope of the appended claims.

Claims (10)

1. A game performance monitoring method is applied to a server and comprises the following steps:
when a game to be monitored is started, receiving a monitoring starting command corresponding to the game to be monitored;
calling a UI control according to the monitoring starting command and receiving the configuration information of the game to be monitored, which is sent by the UI control;
and calling the script file of the game to be monitored in the running process of the game to be monitored, and monitoring the performance data of the game to be monitored according to the test case in the script file and the configuration information in a preset time period.
2. The method according to claim 1, wherein before the receiving the configuration information of the game to be monitored sent by the UI control, the method further comprises:
and receiving the configuration information input from the outside through the UI control.
3. The method according to claim 1 or 2, wherein the configuration information of the game to be monitored comprises: monitoring parameters and monitoring time periods.
4. The method according to claim 2, before invoking the script file of the game to be monitored in the running process of the game to be monitored, further comprising:
and acquiring the associated information of the performance data of the game to be monitored.
5. The method according to claim 4, wherein the calling the script file of the game to be monitored in the running process of the game comprises:
and calling the script file of the game to be monitored according to the configuration information and the associated information.
6. The method of claim 1, wherein the performance data comprises at least one of memory usage, CPU usage, traffic consumption, network latency values, and number of frames transmitted per second for the game to be monitored.
7. The method of claim 1, further comprising:
and acquiring a monitoring result, comparing the monitoring result with standard performance data in the performance log, and displaying the comparison result.
8. A game performance monitoring apparatus, comprising:
the monitoring module starting module is used for receiving a monitoring starting command corresponding to the game to be monitored when the game to be monitored is started;
the configuration information receiving module is used for calling a UI control according to the monitoring starting command and receiving the configuration information of the game to be monitored, which is sent by the UI control;
and the performance data monitoring module is used for calling the script file of the game to be monitored in the running process of the game to be monitored and monitoring the performance data of the game to be monitored according to the test case in the script file and the configuration information in a preset time period.
9. A server, characterized in that the server comprises:
one or more processors;
a memory for storing one or more programs;
when executed by the one or more processors, cause the one or more processors to implement a game performance monitoring as claimed in any one of claims 1 to 7.
10. A storage medium containing computer-executable instructions which, when executed by a computer processor, implement a game performance monitoring as claimed in any one of claims 1 to 7.
CN201911363416.9A 2019-12-26 2019-12-26 Game performance monitoring method, device, server and storage medium Pending CN111143214A (en)

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