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Automated Testing for League of Legends

engineering.riotgames.com

31–40 of 78 posts

Re: Automated Testing for League of Legends

#31
post #28
post #4

A great anecdote in the 'we can't test this code' discussion -- for an aggressive two-week release cycle of this massively popular game, this level of testing has probably paid for itself many times over.

In this case? Probably. But the idea that catching a bug in production is a huge problem is a myth, pushed by research that was later completely withdrawn.

Are you referring to research on the 'cost of change curve' or research on the economic impact of production bugs?

Re: Automated Testing for League of Legends

#32
post #28

Earlier quoted context omitted.

In this case? Probably. But the idea that catching a bug in production is a huge problem is a myth, pushed by research that was later completely withdrawn.

When customers discover bugs before you do, it reflects poorly on your reputation and harms the trust you have established with the consumer of your application. That's not a myth.

Or you might also work in a hyper-regulated marketplace dealing with huge amounts of trust and money, and so finding a bug in production can be a very, very, very big deal.

Re: Automated Testing for League of Legends

#33
Wow this is the first time I've seen automation testing applied to a video game. 2 things struck me as really great from this:

- Staging area for their tests, so many times I've lost confidence in our test suite because of a flaky test. We then delete that test forever. Adding tests to a staging area to very that they are stable is a great compromise

- each test is a class, with 'setup', 'execute' 'verify' - makes the test a lot easier to read and refactor

Re: Automated Testing for League of Legends

#34
post #28

Earlier quoted context omitted.

In this case? Probably. But the idea that catching a bug in production is a huge problem is a myth, pushed by research that was later completely withdrawn.

When customers discover bugs before you do, it reflects poorly on your reputation and harms the trust you have established with the consumer of your application. That's not a myth.

Depends on your domain. Facebook bugs are less costly to deploy fixes for than router firmware bugs.

The specific thing I referred to as a myth, though? That is completely fabricated, the guy lied in his research. Total myth.

Re: Automated Testing for League of Legends

#35

Earlier quoted context omitted.

When customers discover bugs before you do, it reflects poorly on your reputation and harms the trust you have established with the consumer of your application. That's not a myth.

Or you might also work in a hyper-regulated marketplace dealing with huge amounts of trust and money, and so finding a bug in production can be a very, very, very big deal.

Obviously, but not always, or even usually.

Re: Automated Testing for League of Legends

#36
post #28
post #4

A great anecdote in the 'we can't test this code' discussion -- for an aggressive two-week release cycle of this massively popular game, this level of testing has probably paid for itself many times over.

In this case? Probably. But the idea that catching a bug in production is a huge problem is a myth, pushed by research that was later completely withdrawn.

> But the idea that catching a bug in production is a huge problem is a myth

You clearly have never worked in fintech, banks or payments. I personally witnessed the moment we catched a race condition which costed the company n-k euros in missed transactions.

And this isn't even considering mission critical software where bugs can (literally) kill.

Re: Automated Testing for League of Legends

#37
post #31
post #28

Earlier quoted context omitted.

In this case? Probably. But the idea that catching a bug in production is a huge problem is a myth, pushed by research that was later completely withdrawn.

Are you referring to research on the 'cost of change curve' or research on the economic impact of production bugs?

I am on mobile, so it's hard to provide links, but I'm referring to the "cost of bug in production" chart that's one of the more famous studies, from a citations perspective. Completely fabricated research.

Re: Automated Testing for League of Legends

#38
post #27

We see the test checks three things: Verifies: - KogMaw deals less damage to non-lane minions - KogMaw deals percentile magic damage - KogMaw deals normal damage to lane minions and the verify method has three assertions. In my opinion, this should be three tests, each with only one assertion.

They'd soon be drowning in individual tests. And it wouldn't necessarily fit to separate them, considering all those 3 have to be tested on each skill usage. One shot has to obey those 3 rules. Making each an individual test would triple the test time, pollute the test codebase and not bring any advantage.

The advantage in splitting up the assertions is that you get more visibility. If one test fails and not the other two that's extra information you can use to debug you wouldn't have if you have all 3 in one test.

Re: Automated Testing for League of Legends

#39
post #28

Earlier quoted context omitted.

In this case? Probably. But the idea that catching a bug in production is a huge problem is a myth, pushed by research that was later completely withdrawn.

> But the idea that catching a bug in production is a huge problem is a myth You clearly have never worked in fintech, banks or payments. I personally witnessed the moment we catched a race condition which costed the company n-k euros in missed transactions. And this isn't even considering mission critical software where bugs can (literally) kill.

Relax, I don't think I said bugs are never bad, or devastating. I said the idea that catching a bug in production is a huge problem is a myth. It is not, by default, true. It is true given additional information for a specific case, but is not the general rule.

Re: Automated Testing for League of Legends

#40
post #28

Earlier quoted context omitted.

In this case? Probably. But the idea that catching a bug in production is a huge problem is a myth, pushed by research that was later completely withdrawn.

> But the idea that catching a bug in production is a huge problem is a myth You clearly have never worked in fintech, banks or payments. I personally witnessed the moment we catched a race condition which costed the company n-k euros in missed transactions. And this isn't even considering mission critical software where bugs can (literally) kill.

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