Testing things that don't want to be tested: A game streaming story
summary
A test pipeline automates two Windows workstations plus a physical network emulator to run two‑minute streaming sessions, changing bandwidth/latency/packet‑loss and pushing telemetry into ELK via GitLab. Orchestration uses Ansible and AWX to unlock sessions, launch host and guest streams, flip network paths and collect logs. Latency components are measured (controller ~4 ms, screen 4–60 ms, encode 5–10 ms) and the team flags >100 ms as user‑noticeable. The setup validates changes and scales toward mobile devices.
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chapters (12)
- 0:00Introduction
- 0:43Technical context of streaming
- 2:30Peer-to-peer streaming challenges
- 4:15Playability and network metrics
- 7:28Testing streaming products
- 9:36Testing infrastructure setup
- 11:22Automated test pipeline flow
- 13:54Live demo of the pipeline
- 15:14Tooling and automation choices
- 16:38Current testing goals
- 17:42Future testing directions
- 18:46Q&A and contact
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