Advanced Networking Testing Strategies for MTG Commander
This document expands upon our core testing strategies with advanced test scenarios and methodologies specifically designed for the complex requirements of an online MTG Commander implementation.
Table of Contents
- Commander-Specific Testing
- Long-Running Game Tests
- Concurrency and Race Condition Testing
- Snapshot and Replay Testing
- Fault Injection Testing
- Load and Stress Testing
- Cross-Platform Testing
- Automated Test Generation
- Property-Based Testing
- Test Coverage Analysis
Commander-Specific Testing
Commander as a format has unique rules and complex card interactions that require specialized testing.
Multiplayer Politics Testing
Test how the networking handles multi-player political interactions:
#![allow(unused)] fn main() { #[test] fn test_multiplayer_politics() { let mut app = setup_multiplayer_test_app(4); // 4 players // Simulate player 1 offering a deal to player 2 app.world.resource_mut::<TestController>() .execute_action(TestAction::ProposeDeal { proposer: 1, target: 2, proposal: "I won't attack you this turn if you don't attack me next turn".to_string() }); app.update_n_times(5); // Allow time for messages to propagate // Verify deal is visible to both players but hidden from others let client1 = get_client_view(&app, 1); let client2 = get_client_view(&app, 2); let client3 = get_client_view(&app, 3); let client4 = get_client_view(&app, 4); assert!(client1.can_see_proposal(proposal_id)); assert!(client2.can_see_proposal(proposal_id)); assert!(!client3.can_see_proposal(proposal_id)); assert!(!client4.can_see_proposal(proposal_id)); // Player 2 accepts deal app.world.resource_mut::<TestController>() .execute_action(TestAction::RespondToDeal { player: 2, proposal_id, response: ProposalResponse::Accept }); app.update_n_times(5); // Verify deal acceptance is recorded and visible assert!(client1.proposals.contains_accepted(proposal_id)); assert!(client2.proposals.contains_accepted(proposal_id)); } }
Commander Damage Testing
Verify correct tracking and synchronization of commander damage:
#![allow(unused)] fn main() { #[test] fn test_commander_damage_tracking() { let mut app = setup_multiplayer_test_app(4); // Setup commanders for all players for player_id in 1..=4 { app.world.resource_mut::<TestController>() .setup_commander(player_id, commander_card_ids[player_id-1]); } // Player 1's commander deals damage to player 2 app.world.resource_mut::<TestController>() .execute_action(TestAction::AttackWithCommander { attacker: 1, defender: 2, damage: 5 }); app.update_n_times(10); // Verify commander damage is tracked and synchronized for player_id in 1..=4 { let client = get_client_view(&app, player_id); // All players should see same commander damage value assert_eq!( client.commander_damage_received[2][1], 5, "Player {} sees incorrect commander damage", player_id ); } // Second attack with commander app.world.resource_mut::<TestController>() .execute_action(TestAction::AttackWithCommander { attacker: 1, defender: 2, damage: 6 }); app.update_n_times(10); // Check for player death from 21+ commander damage for player_id in 1..=4 { let client = get_client_view(&app, player_id); // Commander damage should be cumulative assert_eq!(client.commander_damage_received[2][1], 11); // Player 2 is still alive (under 21 damage) assert!(client.players[2].is_alive); } // Final attack for lethal commander damage app.world.resource_mut::<TestController>() .execute_action(TestAction::AttackWithCommander { attacker: 1, defender: 2, damage: 10 }); app.update_n_times(10); // Verify player death and synchronization for player_id in 1..=4 { let client = get_client_view(&app, player_id); // Player 2 should be dead from commander damage assert_eq!(client.commander_damage_received[2][1], 21); assert!(!client.players[2].is_alive); assert_eq!( client.players[2].death_reason, DeathReason::CommanderDamage(1) ); } } }
Long-Running Game Tests
MTG Commander games can be lengthy. We need to test stability and synchronization over extended play sessions.
#![allow(unused)] fn main() { #[test] fn test_long_running_game() { let mut app = setup_multiplayer_test_app(4); // Configure for extended test app.insert_resource(LongGameSimulation { turns_to_simulate: 20, actions_per_turn: 30, complexity_factor: 0.8, // Higher values = more complex actions }); // Run the long game simulation app.add_systems(Update, long_game_simulation); // Run enough updates for the full simulation // (20 turns * 30 actions * 5 updates per action) app.update_n_times(20 * 30 * 5); // Assess results let metrics = app.world.resource::<GameMetrics>(); // Check key reliability metrics assert!(metrics.desync_events == 0, "Game had state desynchronization events"); assert!(metrics.error_count < 5, "Too many errors during extended play"); assert!(metrics.network_bandwidth_average < MAX_BANDWIDTH_TARGET); // Verify final game state consistency verify_game_state_consistency(&app); } }
Concurrency and Race Condition Testing
Test for race conditions and concurrency issues that might occur when multiple network events arrive simultaneously:
#![allow(unused)] fn main() { #[test] fn test_simultaneous_actions() { let mut app = setup_multiplayer_test_app(4); // Create a scenario where multiple clients try to act at the exact same time let test_controller = app.world.resource_mut::<TestController>(); // Configure test to deliver these actions "simultaneously" to the server test_controller.queue_simultaneous_actions(vec![ (1, TestAction::CastSpell { card_id: 101, targets: vec![201] }), (2, TestAction::ActivateAbility { card_id: 202, ability_id: 1 }), (3, TestAction::PlayLand { card_id: 303 }), ]); // Process the simultaneous actions app.update(); // Verify the server handled them in a deterministic order // and all clients ended up with the same state let server_state = extract_server_game_state(&app); for client_id in 1..=4 { let client_state = extract_client_game_state(&app, client_id); assert_eq!( server_state.action_history, client_state.action_history, "Client {} has different action order from server", client_id ); } } }
Snapshot and Replay Testing
Implement snapshot testing to capture and replay complex game states to ensure deterministic behavior:
#![allow(unused)] fn main() { #[test] fn test_game_state_snapshot_restore() { let mut app = setup_multiplayer_test_app(4); // Play several turns to reach a complex game state simulate_game_turns(&mut app, 5); // Take a snapshot of the current game state let snapshot = create_game_snapshot(&app); // Save snapshot to disk for future tests save_snapshot(&snapshot, "complex_board_state.snapshot"); // Create a fresh app and restore the snapshot let mut restored_app = setup_multiplayer_test_app(4); restore_game_snapshot(&mut restored_app, &snapshot); // Verify restored state matches original let original_state = extract_game_state(&app); let restored_state = extract_game_state(&restored_app); assert_eq!(original_state, restored_state, "Restored state does not match original"); // Execute identical actions on both instances let test_actions = generate_test_actions(); for action in &test_actions { execute_action(&mut app, action); execute_action(&mut restored_app, action); } // Verify both instances end in identical states let final_original_state = extract_game_state(&app); let final_restored_state = extract_game_state(&restored_app); assert_eq!( final_original_state, final_restored_state, "Divergent states after identical action sequences" ); } }
Fault Injection Testing
Systematically introduce faults to verify the system's resilience:
#![allow(unused)] fn main() { #[test] fn test_client_disconnect_reconnect() { let mut app = setup_multiplayer_test_app(4); // Play several turns simulate_game_turns(&mut app, 3); // Force disconnect client 2 app.world.resource_mut::<NetworkController>() .disconnect_client(2); // Continue game for a turn simulate_game_turns(&mut app, 1); // Snapshot game state before reconnection let state_before_reconnect = extract_game_state(&app); // Reconnect client 2 app.world.resource_mut::<NetworkController>() .reconnect_client(2); // Allow time for state synchronization app.update_n_times(20); // Verify reconnected client has correct state let client2_state = extract_client_game_state(&app, 2); let server_state = extract_server_game_state(&app); assert_eq!( server_state.public_state, client2_state.public_state, "Reconnected client failed to synchronize state" ); // Continue play and verify client 2 can take actions app.world.resource_mut::<TestController>() .execute_action(TestAction::PlayCard { player_id: 2, card_id: 123 }); app.update_n_times(5); // Verify action was processed let updated_state = extract_game_state(&app); assert!(updated_state.contains_played_card(2, 123)); } }
Load and Stress Testing
Test how the system performs under high load:
#![allow(unused)] fn main() { #[test] fn test_high_action_throughput() { let mut app = setup_multiplayer_test_app(4); // Configure test with high action frequency app.insert_resource(ActionThroughputTest { actions_per_second: 50, test_duration_seconds: 30, }); // Run stress test app.add_systems(Update, high_throughput_test); app.update_n_times(30 * 60); // 30 seconds at 60 fps // Collect performance metrics let metrics = app.world.resource::<PerformanceMetrics>(); // Verify system maintained performance under load assert!(metrics.action_processing_success_rate > 0.95); // >95% successful assert!(metrics.average_frame_time < 16.67); // Maintain 60fps (16.67ms) assert!(metrics.network_bandwidth_max < MAX_BANDWIDTH_LIMIT); // Verify game state remained consistent despite high throughput verify_game_state_consistency(&app); } }
Cross-Platform Testing
Test networking across different platforms and configurations:
#![allow(unused)] fn main() { // This would be implemented in CI pipeline to test different combinations fn test_cross_platform() { // Test matrix for different platforms/configurations let platforms = ["Windows", "MacOS", "Linux"]; let network_conditions = [ NetworkCondition::Ideal, NetworkCondition::Home, NetworkCondition::Mobile, ]; for server_platform in &platforms { for client_platform in &platforms { for &network_condition in &network_conditions { // Create test configuration let test_config = CrossPlatformTest { server_platform: server_platform.to_string(), client_platform: client_platform.to_string(), network_condition, }; // This would trigger tests on CI infrastructure run_cross_platform_test(test_config); } } } } }
Automated Test Generation
Implement systems to automatically generate test scenarios:
#![allow(unused)] fn main() { #[test] fn test_generated_scenarios() { let mut app = setup_multiplayer_test_app(4); // Generate random but valid test scenarios let scenario_generator = TestScenarioGenerator::new() .with_seed(12345) // For reproducibility .with_complexity(TestComplexity::High) .with_game_progress(GameProgress::MidGame) .with_focus(TestFocus::ComplexBoardStates); // Generate 10 different test scenarios for _ in 0..10 { let scenario = scenario_generator.generate(); // Set up the test scenario setup_test_scenario(&mut app, &scenario); // Run the test actions for action in scenario.actions { app.world.resource_mut::<TestController>().execute_action(action); app.update_n_times(5); } // Verify game state is consistent and valid verify_game_state_consistency(&app); verify_game_rules_not_violated(&app); // Reset for next scenario app.world.resource_mut::<TestController>().reset_game(); } } }
Property-Based Testing
Use property-based testing to verify game invariants hold under various conditions:
#![allow(unused)] fn main() { #[test] fn test_game_invariants() { // Setup property testing proptest::proptest!(|( num_players in 2..=4usize, game_turns in 1..20usize, actions_per_turn in 1..30usize, network_latency_ms in 0..500u64, packet_loss_percent in 0.0..15.0f32, )| { // Create test app with the specified conditions let mut app = setup_multiplayer_test_app(num_players); // Configure network conditions app.insert_resource(NetworkSimulation { latency: Some(network_latency_ms), packet_loss: Some(packet_loss_percent / 100.0), jitter: Some(network_latency_ms / 5), }); // Run simulation simulate_game_with_params(&mut app, game_turns, actions_per_turn); // Check invariants that should always hold true let game_state = extract_game_state(&app); // Invariant 1: All players have exactly 1 commander (if alive) for player_id in 1..=num_players { let player = &game_state.players[player_id-1]; if player.is_alive { assert_eq!(player.commanders.len(), 1); } } // Invariant 2: Total cards in game remains constant assert_eq!( game_state.total_cards_in_game, STARTING_CARD_COUNT * num_players ); // Invariant 3: No player has negative life for player in &game_state.players { assert!(player.life >= 0); } // Invariant 4: All clients have consistent public information verify_public_state_consistency(&app); }); } }
Test Coverage Analysis
Implement analysis tools to track test coverage specifically for networking and multiplayer aspects:
#![allow(unused)] fn main() { #[test] fn generate_test_coverage_report() { // Run all networking tests with coverage tracking let results = run_tests_with_coverage("networking::"); // Analyze coverage results let coverage = NetworkingCoverageAnalysis::from_results(&results); // Generate coverage report let report = coverage.generate_report(); // Output report to file std::fs::write("networking_coverage.html", report).unwrap(); // Verify minimum coverage thresholds assert!(coverage.message_types_covered > 0.95); // >95% of message types tested assert!(coverage.error_handlers_covered > 0.9); // >90% of error handlers tested assert!(coverage.synchronization_paths_covered > 0.9); // >90% of sync paths tested // Print coverage summary println!("Network message coverage: {:.1}%", coverage.message_types_covered * 100.0); println!("Error handler coverage: {:.1}%", coverage.error_handlers_covered * 100.0); println!("Sync path coverage: {:.1}%", coverage.synchronization_paths_covered * 100.0); } }
By implementing these advanced testing strategies along with our core testing approaches, we can ensure our MTG Commander online implementation is robust, performant, and provides a faithful and enjoyable multiplayer experience across various network conditions and edge cases.