Integration Test Plan. Angry Face Studios

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Transcription:

Integration Test Plan Angry Face Studios April 9, 2008

Contents 1 Revision History 3 2 Introduction 4 2.1 Scope................................................. 4 2.2 Purpose................................................ 4 2.3 Overview............................................... 4 2.4 References............................................... 4 2.5 Definitions............................................... 4 3 Test Approach and Constraints 6 3.1 Test Objectives............................................ 6 3.2 Test Structure............................................. 6 3.3 Test Organization........................................... 6 4 Test Assumptions and Exclusions 7 4.1 Assumptions............................................. 7 4.2 Exceptions............................................... 7 5 Testing Process 8 6 Test Cases 9 6.1 Mobile Agent Test Cases....................................... 9 6.1.1 Mobile agent joins a session................................. 9 6.1.2 Mobile agent looses connection with server......................... 9 6.1.3 Mobile agent disconnects from the server.......................... 9 6.1.4 Mobile agent changes location................................ 10 6.1.5 Mobile Agent obtains an item in the game world...................... 10 6.1.6 Mobile agent receives a protocol message.......................... 10 6.2 PC Operator Test Cases........................................ 10 6.2.1 PC operator joins a session.................................. 10 6.2.2 PC operator exits a session.................................. 11 6.2.3 PC operator messages agents................................. 11 6.2.4 PC operator displays mobile agent location......................... 11 6.2.5 PC operator deploys item to game world........................... 11 6.3 Central Server Test Cases....................................... 11 6.3.1 The server changes the game state.............................. 11 6.3.2 End of game conditions are met............................... 12 6.3.3 Lost protocol message recovery............................... 12 2/12

Chapter 1 Revision History Date Reason for Changes Version 9 April Fixed minor grammatical errors. Added additional test cases and modified their 1.1 2008 organization. Expanded glossary. 12 Feb Initial Version 1.0 2008 3/12

Chapter 2 Introduction 2.1 Scope This document provides the plan for integration and subsequent testing of Inversion s major components. These components include the Server, Mobile Agents, and PC Operators. The document covers design details specific to Inversion, and therefore requires a greater understanding of the internal components of the project. As such, this document is intended for those responsible with Inversion s implementation. 2.2 Purpose As Inversion requires all these components to interface with each other in order for even the most basic features, it is imperative that the tests listed in the document are passed. Due to the project s iterative development cycle, all implemented components should be validated before moving onto further development. All tests must pass before moving onto acceptance testing, as set forth in the Acceptance Test Plan. 2.3 Overview Inversion is a pervasive multiplayer game intended to bridge the gap between alternate and true realities. Users can choose one of two interfaces (mobile device or computer) which will present different modes of play. The first interface is the Mobile Agent which is based on the player s physical location for different gameplay scenarios. The second, the PC Operator, is responsible for providing these Mobile Agents information regarding their surroundings. The communication between the two mediums is a substantial part of the core gameplay mechanics and is held together by a central server. This server is responsible for both the gameplay logic and communication between the two platforms. 2.4 References Requirements Document Design Document Acceptance Test Plan 2.5 Definitions Agent - The Agent is an Inversion player using a Mobile Device. The Agent plays the game by moving throughout the real world. The Agent s Mobile Device provides a representation of the game as it is played. GPS - Global Positioning System, GPS, is a system that provides physical location data (Latitude and Longitude) through the use of a hardware receiver. The hardware receiver is responsible for tracking the 4/12

Definitions Chapter 2. Introduction satellites that are part of the system. Inversion relies on GPS to provide accurate (less than 15 feet of error) location data. Operator - Operator is the term given to a user playing Inversion using the PC client. Although interaction varies by game-type, the Operator will always act as support for Inversion Agents. The purpose of an operator is generally: provide equipment at waypoints give directions Private Message - A message between one Agent and one Operator Protocol Message - A compact set of bits used to indicate changes in the UI tree. Follows the Protocol Patter. Prototype Pattern - A design pattern in which objects are created and can then be used as prototypes for the creation of other objects. Region - Regions are user defined areas in real space. The purpose of a region can vary by game type; however, the majority of regions act as: waypoint base goal area Server - responsible for game state, game logic, and communication UI Tree - The data structure used to contain all information pertinent to a specific mobile user. Since mobile clients should be thin clients, the server relays only information necessary to describe the state of the world to the end user. 5/12

Chapter 3 Test Approach and Constraints 3.1 Test Objectives The objectives of these tests is to meet the requirements of the design document. 3.2 Test Structure The tests listed in this document have the following format: A prerequisite for the test. An event that causes a change in the state of the game. The results of the action. 3.3 Test Organization Tests have been organized into sections relating to the project s three main components. While all attempts have be made to categorize tests appropriately, some tests incorporate multiple components. Tests that include multiple components have been placed into the section upon which the test is most dependent. 6/12

Chapter 4 Test Assumptions and Exclusions 4.1 Assumptions The Integration Test Plan is intended to test the following: Inter-functionality of components Stability and reliability across components 4.2 Exceptions The Integration Test Plan is not intended to test the following: Internal sub-systems of individual components Non-functional requirements, as listed in the Software Requirements Specification System scalability External products 7/12

Chapter 5 Testing Process Integration testing will be a continual process throughout the iterative life cycle of Inversion. Formal integration tests should be run on implemented systems before any milestone can be considered complete. All integration tests must pass before acceptance testing begins. 8/12

Chapter 6 Test Cases 6.1 Mobile Agent Test Cases 6.1.1 Mobile agent joins a session A server has been created and an Agent has the mobile application running. The user enters the IP address or other identifier for the server. The mobile initiates a TCP/IP connection with the server. The server receives the connection and notifies the connecting mobile device. A user with the appropriate ID is created on the server. A session between the mobile client and the server is also created. The mobile app begins sending location coordinates to the server. The mobile app also receives the current UI tree. 6.1.2 Mobile agent looses connection with server A game is in play. The session between the server and a mobile device fails. The server retains information regarding the mobile Agent and predicts movement. The mobile device will try to reconnect when suitable(asap 1 ). If a reconnection is established, the agent s UI tree is updated and the server corrects the lost player s location. If the connection is not re-established within a specified time limit, the user is dropped from the game and the respective operator is notified. 6.1.3 Mobile agent disconnects from the server A game is in play. The user follows the steps dictated to exit the game. A disconnect signal is sent to the central server. The agent is removed from the server (special condition when no agents are left). If there is only one teams left, end of game condition is triggered. 1 As soon as possible 9/12

PC Operator Test Cases Chapter 6. Test Cases 6.1.4 Mobile agent changes location A game is in play. If the mobile application detects a GPS update, the application passes the new information to the server. Server queues the agent location for the next game frame update (this is to ensure predictive game state). 6.1.5 Mobile Agent obtains an item in the game world A game is in play and an item has been deployed in the game world. An agent enters the region that the item exists. The server notifies the user that there is an item there that they can pick up. The user can either accept or decline the transfer. If the user declines, he/she will not be notified until the user re-enters the region. If the agent accepts the item, the server removes it from the region and places it in the user s inventory. The new game state is sent to mobile clients and PC clients. 6.1.6 Mobile agent receives a protocol message A game is in play. The agent receives modifications to the UI tree from the server based on the game state changes to a previous game frame. Agent displays information from the UI tree appropriate to the new information. 6.2 PC Operator Test Cases 6.2.1 PC operator joins a session A server has been created and has internet connectivity. A PC version of the game has been launched on a machine meeting system requirements. The user enters the IP address or some other identifier for the server. The PC initiates a TCP/IP connection with the server. The server receives the connection and notifies the connecting client. A user with the appropriate ID is created on the server. A session between the PC client and the server is also created. The PC application begins displaying the operator s view of the game state. 10/12

Central Server Test Cases Chapter 6. Test Cases 6.2.2 PC operator exits a session The operator is currently playing a game in session. The operator opens up the main menu (typically down by pressing the Esc key). The operator is prompted to confirm that he/she would like to exist the game. The operator confirms the exit. Protocol messages are sent to all agents under the operator with text stating that the operator is leaving. If the operator is the only operator on the team, all agents are sent a disconnect signal (the message mentioned will warn of disconnection). If the operator is the only operator and there are only two teams, the end of game is triggered with the opposing team as winner. 6.2.3 PC operator messages agents A game is in play. An operator sends the message to one or more agents. The server receives the messages and creates a protocol message to be sent to the intended agent(s). The intended agents receive the operator s message as a protocol message. 6.2.4 PC operator displays mobile agent location An agent has updated their location on the server. The server passes the updated agent location to all operators as appropriate for game type. The agent s location is updated in the operator s simulation. 6.2.5 PC operator deploys item to game world A game is in play that supports items (not all game types use items). The operator has an item to deploy. The operator selects a region and deploys the item through the user interface. A message is passed to the server to handle the transfer. The server removes the item from operator s inventory and adds it to the region s inventory. The server then notifies mobile clients and PC clients. 6.3 Central Server Test Cases 6.3.1 The server changes the game state A game is in play. The server has a queue of changes to the game state. The frame is incremented and changes in the server s queue are applied to the game state. The server modifies the game state of PC operators and sends a collection of changes to be made on mobile agent interfaces. 11/12

Central Server Test Cases Chapter 6. Test Cases 6.3.2 End of game conditions are met A game is in play. The frame has just been incremented and modifications applied. The server evaluates the gameplay s end of game criteria before notifying PC operators and mobile agents of changes. If the end of game criteria has been met, the server notifies PC operators and mobile agents that the game has ended (while noting which team won). Upon receiving notification that the game is over, all clients should disconnect from the server. The server forcibly closes all connections 30 seconds after notifying clients the game is over. 6.3.3 Lost protocol message recovery A game is in play. A protocol message has been sent from the server to the mobile agent. Either the entire message or part of it is unable to be delivered to the client due to a lost connection. The server waits for the client to reestablish a connection. If the client connects before the timeout, the entire message is sent again. If the client is dropped due to a timeout, the message is discarded and the sender is notified. 12/12