Multiplayer Game Testing in Action
summary
Describes a concrete pipeline for testing socket‑based multiplayer games: build a custom socket wrapper to drive multiplayer flows, write feature tests that spawn multiple simulated users, and link Unity3D client UI tests to backend checks using an in‑house POP3 driver plus Appium/Selenium for device automation. Uses Docker for databases/Redis, follows a unit→system→intent→manual test pyramid with priority on functional coverage before performance, and provides working prototypes and an open‑source client tester.
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chapters (13)
- 0:00Welcome
- 3:59Multiplayer games
- 7:11Testing pyramid
- 10:46Game server vs backend
- 14:28Functional testing server
- 20:59Testing game client
- 24:53Client-server testing
- 29:50Integration testing systems
- 35:34Manual testing role
- 39:26Outlook and trends
- 40:12Q&A: Load testing
- 41:58Q&A: Docker usage
- 43:24Q&A: Bot automation
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