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Online Gaming

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0% found this document useful (0 votes)
74 views24 pages

Online Gaming

Uploaded by

babblu.shaik28
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Software Engineering

ASSIGNMENT
On
Online gaming

ICFAI TECH SCHOOL


HYDERABAD

BY:
NAME:
SHAIK MOHAMMAD HUSSAIN
ENROL NO:
22STUCHH010774

1
TABLE OF CONTENTS

1. INTRODUCTION…………………………3
2. PROBLEM STATEMENT…………………5
3. REQUIREMENTS:…………………………7
3.1. Introduction
3.2. Description
3.3. Functional Requirements
3.4. Non-Functional Requirements
3.5. System Models
4. UML DIAGRAMS……………………………12
4.1 CLASS DIAGRAM
4.2 USE CASE DIAGRAM
4.3 Activity Diagram
4.4.SEQUENCE DIAGRAM
4.5 STATE CHART DIAGRAM
5. Test cases………………………………………20
6.BOUNDRY VALUE ANALYSIS &
EQUIVALENCE CLASS PARTITION:………23

2
1.INTRODUCTION:

Online gaming platforms have revolutionized the


entertainment industry, offering immersive experiences
and connecting players from around the globe. These
platforms support a wide range of functionalities,
including user authentication, game matchmaking, in-
game purchases, and social interactions. To ensure
seamless and engaging user experiences, it is essential to
design and implement a robust system architecture.
Unified Modeling Language (UML) plays a critical role
in visualizing, specifying, constructing, and documenting
the components of an online gaming system, making it
easier to develop and maintain complex systems.

In this case study, we will explore the key components


and interactions within an online gaming platform using
various UML diagrams. The use case diagrams will
illustrate the interactions between users and the system,
highlighting essential functionalities such as account
creation, game selection, and multiplayer matchmaking.
Class diagrams will define the static structure of the
system, showcasing the relationships between different
classes like Player, Game, and Match. Sequence
diagrams will depict the dynamic behavior, showing the
flow of operations during gameplay and player
interactions. Activity diagrams will outline the
workflows and decision points, while state diagrams will
capture the different states an object can be in throughout
the game's lifecycle. By leveraging UML, we can ensure
a comprehensive understanding and efficient
development of the online gaming platform.

3
The introduction of this case study sets the stage for a
detailed examination of the online gaming system's
design and functionality. It provides a roadmap for
understanding how UML diagrams can be used to model
and analyze complex interactions and structures.
Through this case study, we aim to demonstrate the
effectiveness of UML in addressing the challenges
associated with developing a scalable, reliable, and user-
friendly online gaming platform. Whether you're a
developer, designer, or gaming enthusiast, this
exploration will offer valuable insights into the inner
workings of online gaming systems and the role of UML
in their creation.

4
2. PROBLEM STATEMENT:

1. Server Scalability and Reliability


Problem: Handling a large number of concurrent users
and ensuring the gaming servers remain reliable and
responsive. Effect: Poor scalability and server reliability
can lead to frequent downtimes, lag, and disconnections,
which frustrate users and degrade the gaming experience.
This can result in a loss of players and revenue, and
damage to the platform's reputation. To maintain a
positive user experience, investing in scalable cloud
infrastructure and load balancing solutions is essential.

2. Data Privacy and Security


Problem: Protecting user data and ensuring secure
transactions, especially with in-game purchases and
personal information. Effect: Security breaches and data
leaks can lead to the exposure of sensitive user
information, such as credit card details and personal data.
This not only results in financial losses and legal
liabilities but also erodes user trust. Implementing robust
security measures, such as encryption, secure
authentication, and regular security audits, is crucial to
maintain user confidence and platform integrity.

3. Cheating and Fair Play


Problem: Ensuring fair gameplay by detecting and
preventing cheating and hacking. Effect: Cheating
undermines the integrity of the game and creates an
unfair playing environment, leading to frustration among
honest players. This can drive away users and harm the
community's trust in the platform. Developing and

5
maintaining effective anti-cheat systems and monitoring
tools is essential to ensure a fair and enjoyable gaming
experience for all players.

4. User Engagement and Retention


Problem: Keeping players engaged and retaining them
in a highly competitive market. Effect: Low engagement
and high player churn can result in declining active user
numbers and reduced revenue. To enhance user
engagement and retention, the platform must offer
compelling content, regular updates, personalized
experiences, and social features that encourage
community interaction. Analyzing user behavior and
feedback helps in tailoring the gaming experience to
meet player preferences and expectations.

5. Cross-Platform Compatibility
Problem: Ensuring the game runs smoothly on various
devices and operating systems. Effect: Inconsistent
performance across platforms can frustrate players and
limit the game's reach. Users expect a seamless
experience whether they are playing on a PC, console, or
mobile device. Investing in cross-platform development
and rigorous testing ensures that the game provides a
consistent and high-quality experience across all devices,
expanding its user base and enhancing player satisfaction.

6
3.REQUIREMENTS:

3.1. Introduction

The Introduction section sets the stage for the SRS


document, providing an overview of the project's purpose
and scope. It includes the following subpoints:

Purpose: Describes the reason for developing the online


gaming platform and the primary objectives it aims to
achieve.

Scope: Defines the boundaries of the project, including


what functionalities and features will be included and
excluded.

Definitions, Acronyms, and Abbreviations: Lists and


explains any specific terms, acronyms, or abbreviations
used throughout the document to ensure clarity and
consistency.

References: Provides references to any related


documents, standards, or systems that are relevant to the
development of the online gaming platform.

Overview: Offers a brief summary of the contents of the


SRS document, outlining the structure and organization
of the information provided.

7
3.2.Description

The Overall Description section provides a high-level


overview of the system, including its major components
and interactions. Key subpoints include:

Product Perspective: Describes the online gaming


platform in the context of other related systems,
highlighting its unique features and functionalities.

Product Functions: Summarizes the main functionalities


of the system, such as user authentication, game
matchmaking, and in-game purchases.

User Classes and Characteristics: Identifies the different


types of users (e.g., players, administrators) and their
specific needs and interactions with the system.

Operating Environment: Details the hardware, software,


and network environment in which the system will
operate.

Design and Implementation Constraints: Lists any


constraints that may impact the design and
implementation of the system, such as regulatory
requirements or technical limitations.

3.3. Functional Requirements

Functional Requirements specify the detailed


functionalities that the system must provide. Subpoints
include:

8
User Registration and Authentication: Describes the
requirements for user account creation, login, and
security measures.

Game Matchmaking: Details the process of matching


players based on skill level, preferences, and availability.

In-Game Purchases: Specifies the functionality for


purchasing virtual goods, currencies, and other in-game
items.

Social Features: Outlines features for social interactions,


such as friend lists, chat functionality, and leaderboards.

Game Statistics and Reporting: Details the requirements


for tracking and displaying player statistics, game results,
and other relevant data.

3.4.Non-Functional Requirements

Non-Functional Requirements focus on the performance,


security, and usability aspects of the system. Subpoints
include:

Performance Requirements: Specifies the expected


performance metrics, such as response time, concurrency,
and uptime.

Security Requirements: Describes the measures needed


to protect user data, prevent cheating, and ensure secure
transactions.

9
Usability Requirements: Details the requirements for the
user interface and overall user experience, ensuring the
platform is intuitive and easy to use.

Scalability Requirements: Outlines the system's ability to


handle increasing numbers of users and data volumes.

Reliability and Availability: Specifies the system's


expected reliability and availability, including backup
and recovery procedures.

3.5.System Models

The System Models section includes various diagrams


and models that visually represent the system's
architecture and behavior. Subpoints include:

Use Case Diagrams: Illustrate the interactions between


users and the system, highlighting key functionalities and
user roles.

Class Diagrams: Provide a static view of the system's


structure, showing the relationships between different
classes and their attributes and methods.

Sequence Diagrams: Depict the flow of messages and


interactions between objects during specific processes,
such as game matchmaking or in-game purchases.

10
Activity Diagrams: Outline the workflows and decision
points for various processes, helping to visualize the
system's operations.

State Diagrams: Show the different states an object can


be in and the transitions between these states, capturing
the dynamic behavior of the system.

11
4.UML DIAGRAMS:

4.1.ACTIVITY DIAGRAM:

An Activity Diagram represents the workflow of the


online gaming platform, depicting the sequence of
activities and decision points involved in processes like
user login, game selection, and match participation. This
diagram starts with the user logging in, viewing available
games, selecting a game, joining a match, and playing
the game. It also includes decision points, such as
checking if a match is full before allowing the user to

12
enter. This representation helps stakeholders understand
the flow of operations and the various paths a user can
take within the system.

The Activity Diagram is particularly useful for


identifying and optimizing business processes. By
visualizing the workflow, developers can pinpoint areas
where improvements or automation might be needed,
such as enhancing the matchmaking process or
streamlining user onboarding. It also helps in identifying
potential bottlenecks and inefficiencies, ensuring the
system operates smoothly and efficiently. Additionally,
the Activity Diagram provides a clear and detailed view
of process logic, which is essential for both development
and testing. It ensures all steps are accounted for and that
the system meets user expectations in terms of
functionality and performance.

4.2.USE CASE DIAGRAM:

The Use Case Diagram for an online gaming platform


illustrates the interactions between users (actors) and the
system. It highlights the essential functionalities such as
user registration, login, joining a match, making in-game
purchases, chatting with other players, and viewing
leaderboards. This diagram provides a clear overview of

13
what the system needs to support from the user's
perspective, helping stakeholders understand the required
features and interactions. By capturing these interactions,
the Use Case Diagram ensures that all user needs are
considered and the system is designed to meet these
needs effectively.

Additionally, the Use Case Diagram facilitates


communication between developers, designers, and
stakeholders by providing a visual representation of
system requirements. It serves as a foundation for
developing more detailed requirements and identifying
potential enhancements. For example, the diagram may
reveal the need for additional social features or more
robust user management capabilities. By mapping out
these use cases, the diagram helps ensure that the
development team has a comprehensive understanding of
the system's scope and objectives, leading to a focused
and efficient development process.

14
4.3.CLASS DIAGRAM:

The Class Diagram represents the static structure of the


online gaming platform by detailing its classes, attributes,
methods, and relationships. Key classes might include
Player, Game, and Match, each with specific attributes
(e.g., playerId, username, gameId, title, matchId,
startTime) and methods. This diagram provides a
blueprint for the system's data structure and behavior,
ensuring that all necessary components are accounted for
and properly defined.

Furthermore, the Class Diagram helps identify and


organize the system's data flow and dependencies. For

15
example, it shows the relationships between the Player
and Match classes, indicating that a player can
participate in multiple matches, and each match can
include multiple players. This detailed representation
aids developers in understanding how different parts of
the system interact and depend on each other. It also
supports database design, ensuring efficient data storage
and retrieval. By providing a clear and organized view of
the system's architecture, the Class Diagram helps
streamline the development and maintenance processes.

4.4.SEQUENCE DIAGRAM:

A Sequence Diagram captures the dynamic behavior of


the online gaming platform by showing how objects

16
interact in a particular sequence during specific processes.
For instance, a sequence diagram for user registration
illustrates the interactions between the Player,
GamingPlatform, and Database objects. The player
initiates a registration request, the platform processes the
request and saves the player information in the database,
and then confirms the registration to the player. This
diagram provides a clear view of the message flow and
the order of interactions, which is crucial for
understanding the system's runtime behavior.

By visualizing these interactions, the Sequence Diagram


helps identify potential bottlenecks or inefficiencies. It
highlights the timing and dependencies of each step,
enabling developers to optimize performance and
responsiveness. Additionally, it aids in identifying
potential errors and exceptions, ensuring the system can
handle unexpected scenarios gracefully. The Sequence
Diagram is an invaluable tool for both design and
debugging, providing insights into the system's behavior
that help improve its overall functionality and user
experience.

17
4.5.STATE CHART DIAGRAM :

The State Diagram shows the different states an object


can be in and the transitions between these states based
on events. For the online gaming platform, a state
diagram for the player session might include states such
as Idle, LoggingIn, Playing, InMatch, and LoggingOut.
The diagram illustrates the flow from one state to another,
such as moving from Idle to LoggingIn when a player
starts the login process or from Playing to InMatch when
a player joins a match. This visual representation helps in
understanding the lifecycle of objects and how they
respond to different events and conditions.

18
By defining these states and transitions, the State
Diagram aids in managing state-dependent behavior
effectively. It ensures the system handles various
scenarios correctly, such as recovering from errors or
managing player interactions. This diagram is also
valuable for identifying and addressing potential issues
in state transitions, ensuring the system remains robust
and reliable. Additionally, it provides insights into the
design of state management logic, helping developers
implement and test the system more effectively. By
capturing the dynamic behavior, the State Diagram plays
a crucial role in ensuring the online gaming platform
operates smoothly and meets user expectations.

19
5.TEST CASES:

Test Case 1: User Age Verification


Scenario: Validate user registration age input (valid
range: 13 to 100 years).

BVA Inputs: 12, 13, 100, 101.

ECP Classes:

Valid: 13-100

Invalid: <13, >100

Expected Result:

12 and 101 should be rejected.

13 and 100 should be accepted.

Test Case 2: In-Game Purchase Amount

Scenario: Validate the amount for in-game purchases


(valid range: $0.99 to $99.99).

BVA Inputs: $0.98, $0.99, $99.99, $100.00.

ECP Classes:

Valid: $0.99-$99.99

Invalid: <$0.99, >$99.99

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Expected Result:

$0.98 and $100.00 should be rejected.

$0.99 and $99.99 should be accepted.

Test Case 3: Number of Players in a Match

Scenario: Validate the number of players in a multiplayer


match (valid range: 2 to 100 players).

BVA Inputs: 1, 2, 100, 101.

ECP Classes:

Valid: 2-100

Invalid: <2, >100

Expected Result:

1 and 101 should be rejected.

2 and 100 should be accepted.

Test Case 4: Password Length

Scenario: Validate password length during user


registration (valid range: 8 to 16 characters).

BVA Inputs: 7, 8, 16, 17.

ECP Classes:

21
Valid: 8-16 characters

Invalid: <8, >16 characters

Expected Result:

7 and 17 characters should be rejected.

8 and 16 characters should be accepted.

Test Case 5: Game Rating Input

Scenario: Validate game rating input (valid range: 1 to 5


stars).

BVA Inputs: 0, 1, 5, 6.

ECP Classes:

Valid: 1-5 stars

Invalid: <1, >5 stars

Expected Result:

0 and 6 stars should be rejected.

1 and 5 stars should be accepted.

22
6.BOUNDRY VALUE ANALYSIS &
EQUIVALENCE CLASS PARTITION:

Boundary Value Analysis (BVA) is a black-box testing


technique that targets the edge cases of input domains.
Instead of focusing on the middle of the range, BVA
prioritizes values at the boundaries of acceptable inputs
because these are where defects are most likely to occur.
For example, if a gaming platform accepts player ages
from 13 to 100, BVA would test at the edges: 12, 13, 100,
and 101. By doing so, it ensures the system behaves
correctly at its limits, which helps uncover bugs that
might otherwise go unnoticed. This method improves the
robustness of the application by validating how it handles
extreme input values.

Equivalence Class Partitioning (ECP) complements


BVA by dividing input data into equivalent classes. Each
class represents a set of valid or invalid conditions that
the system should handle similarly. For instance, in a
user registration system, valid age classes might be 13-50
and 51-100, while invalid classes could be ages below 13
and above 100. By selecting representative values from
each class, testers can efficiently cover a wide range of
scenarios without redundancy. This reduces the number
of test cases needed while ensuring comprehensive
coverage. ECP helps to simplify the testing process and
ensures that every scenario is accounted for, leading to
more efficient testing.

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Combining BVA and ECP provides a comprehensive
approach to software testing. BVA focuses on critical
boundary conditions, while ECP minimizes the number
of test cases by grouping similar inputs. Together, they
ensure that the system is thoroughly tested both at its
edges and within its valid input ranges. This combination
not only improves the efficiency and effectiveness of the
testing process but also enhances the overall quality and
reliability of the software. By identifying defects early
and ensuring robust handling of various input scenarios,
these techniques contribute to a smoother, more reliable
user experience.

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