鸿蒙多设备协同测试方案设计与实现 原创

进修的泡芙
发布于 2025-6-17 21:26
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鸿蒙多设备协同测试方案设计与实现

一、系统架构设计

基于HarmonyOS分布式能力,我们设计了一套多设备协同测试系统,用于验证跨设备游戏场景中玩家数据同步的正确性。

!https://example.com/multi-device-test-arch.png

系统包含三大核心模块:
设备管理模块 - 负责设备发现与连接

数据同步模块 - 处理玩家数据跨设备同步

测试验证模块 - 验证数据一致性

二、核心代码实现
设备协同管理服务(Java)

// DeviceCollaborationService.java
public class DeviceCollaborationService extends Ability {
private static final String TAG = “DeviceCollaboration”;
private static final String GAME_CHANNEL = “game_channel”;

private DistributedDataManager dataManager;
private Map<String, PlayerInfo> players = new ConcurrentHashMap<>();

@Override
public void onStart(Intent intent) {
    super.onStart(intent);
    initComponents();
    setupGameChannel();

private void initComponents() {

    dataManager = DistributedDataManager.getInstance();

private void setupGameChannel() {

    dataManager.createDistributedChannel(GAME_CHANNEL, new DistributedChannel.StateCallback() {
        @Override
        public void onConnected(String deviceId) {
            HiLog.info(TAG, "设备连接: " + deviceId);
            requestPlayerInfo(deviceId);

@Override

        public void onDisconnected(String deviceId) {
            HiLog.info(TAG, "设备断开: " + deviceId);
            players.remove(deviceId);

@Override

        public void onMessageReceived(String deviceId, byte[] message) {
            handleGameMessage(deviceId, message);

});

private void requestPlayerInfo(String deviceId) {

    // 请求新设备发送玩家信息
    dataManager.sendMessage(GAME_CHANNEL, deviceId, 
        new PlayerRequest().toBytes());

private void handleGameMessage(String deviceId, byte[] message) {

    try {
        GameMessage gameMessage = GameMessage.fromBytes(message);
        
        if (gameMessage instanceof PlayerInfo) {
            // 处理玩家信息同步
            PlayerInfo playerInfo = (PlayerInfo) gameMessage;
            players.put(deviceId, playerInfo);
            HiLog.info(TAG, "更新玩家信息: " + playerInfo.playerName);

else if (gameMessage instanceof PlayerUpdate) {

            // 处理玩家更新
            PlayerUpdate update = (PlayerUpdate) gameMessage;
            if (players.containsKey(deviceId)) {
                players.get(deviceId).updateFrom(update);

}

catch (Exception e) {

        HiLog.error(TAG, "消息处理失败: " + e.getMessage());

}

// 获取当前所有玩家信息
public Map<String, PlayerInfo> getAllPlayers() {
    return new HashMap<>(players);

// 发送玩家信息更新

public void updatePlayerInfo(PlayerUpdate update) {
    dataManager.sendMessage(GAME_CHANNEL, update.toBytes());

// 游戏消息基类

public abstract static class GameMessage {
    public abstract byte[] toBytes();
    public static GameMessage fromBytes(byte[] bytes) {
        // 实际项目中应根据消息类型反序列化
        return new PlayerInfo(); // 简化为返回PlayerInfo

}

// 玩家信息请求
public static class PlayerRequest extends GameMessage {
    @Override
    public byte[] toBytes() {
        return "REQUEST_PLAYER_INFO".getBytes();

}

// 玩家信息
public static class PlayerInfo extends GameMessage {
    public String playerName;
    public String avatarUrl;
    public int score;
    
    public void updateFrom(PlayerUpdate update) {
        if (update.playerName != null) {
            this.playerName = update.playerName;

if (update.avatarUrl != null) {

            this.avatarUrl = update.avatarUrl;

this.score = update.score;

@Override

    public byte[] toBytes() {
        JSONObject json = new JSONObject();
        try {
            json.put("type", "PLAYER_INFO");
            json.put("name", playerName);
            json.put("avatar", avatarUrl);
            json.put("score", score);
            return json.toString().getBytes();

catch (JSONException e) {

            return new byte[0];

}

// 玩家更新

public static class PlayerUpdate extends GameMessage {
    public String playerName;
    public String avatarUrl;
    public int score;
    
    @Override
    public byte[] toBytes() {
        JSONObject json = new JSONObject();
        try {
            json.put("type", "PLAYER_UPDATE");
            if (playerName != null) json.put("name", playerName);
            if (avatarUrl != null) json.put("avatar", avatarUrl);
            json.put("score", score);
            return json.toString().getBytes();

catch (JSONException e) {

            return new byte[0];

}

}

多设备测试界面(ArkTS)

// MultiDeviceTestUI.ets
import collaboration from ‘…/services/DeviceCollaborationService’;

@Entry
@Component
struct MultiDeviceTestUI {
@State players: PlayerInfo[] = [];
@State testCases: TestCase[] = [];
@State testResults: TestResult[] = [];
@State isTesting: boolean = false;

aboutToAppear() {
this.loadTestCases();
this.setupPlayerListener();
private loadTestCases() {

this.testCases = [

id: 1, name: ‘玩家加入测试’, type: ‘player_join’ },

id: 2, name: ‘昵称同步测试’, type: ‘name_sync’ },

id: 3, name: ‘头像同步测试’, type: ‘avatar_sync’ },

id: 4, name: ‘分数同步测试’, type: ‘score_sync’ }

];

private setupPlayerListener() {

collaboration.on('players_updated', (players) => {
  this.players = Array.from(players.values());
});

build() {

Column() {
  // 玩家列表
  this.buildPlayerList()
  
  // 测试用例
  this.buildTestCases()
  
  // 测试结果
  if (this.testResults.length > 0) {
    this.buildTestResults()

}

@Builder

private buildPlayerList() {
Column() {
Text(‘当前玩家 (’ + this.players.length + ‘)’)
.fontSize(18)
.margin(10)

  if (this.players.length > 0) {
    List() {
      ForEach(this.players, (player) => {
        ListItem() {
          PlayerItem({ player })

})

.height(200)

else {

    Text('等待玩家加入...')
      .margin(20)

}

@Builder

private buildTestCases() {
Column() {
Text(‘协同测试用例’)
.fontSize(18)
.margin(10)

  Grid() {
    ForEach(this.testCases, (testCase) => {
      GridItem() {
        TestCaseCard({
          testCase,
          onRun: () => this.runTestCase(testCase)
        })

})

.columnsTemplate(‘1fr 1fr’)

  .columnsGap(10)
  .rowsGap(10)

}

@Builder
private buildTestResults() {
Column() {
Text(‘测试结果’)
.fontSize(18)
.margin(10)

  List() {
    ForEach(this.testResults, (result) => {
      ListItem() {
        TestResultItem({ result })

})

.height(200)

}

private runTestCase(testCase: TestCase) {
this.isTesting = true;

switch(testCase.type) {
  case 'player_join':
    this.testPlayerJoin();
    break;
  case 'name_sync':
    this.testNameSync();
    break;
  case 'avatar_sync':
    this.testAvatarSync();
    break;
  case 'score_sync':
    this.testScoreSync();
    break;

}

private testPlayerJoin() {
// 模拟新玩家加入
const mockPlayer = {
deviceId: ‘mock_device_’ + Date.now(),
playerName: ‘测试玩家’,
avatarUrl: ‘mock_avatar.png’,
score: 0
};

collaboration.simulatePlayerJoin(mockPlayer);

setTimeout(() => {
  const passed = this.players.some(p => 
    p.playerName === mockPlayer.playerName);
  
  this.testResults = [...this.testResults, {
    id: 1,
    name: '玩家加入测试',
    passed,
    message: passed ? '玩家加入同步成功' : '玩家加入同步失败'
  }];
  
  this.isTesting = false;
}, 1000);

private testNameSync() {

const newName = '新昵称_' + Math.random().toString(36).substring(2, 6);
collaboration.updatePlayerName(newName);

setTimeout(() => {
  const localPlayer = this.players.find(p => p.isLocal);
  const passed = localPlayer && localPlayer.playerName === newName;
  
  this.testResults = [...this.testResults, {
    id: 2,
    name: '昵称同步测试',
    passed,
    message: passed ? '昵称同步成功' : '昵称同步失败'
  }];
  
  this.isTesting = false;
}, 1500);

private testAvatarSync() {

const newAvatar = 'avatar_' + Date.now() + '.png';
collaboration.updatePlayerAvatar(newAvatar);

setTimeout(() => {
  const localPlayer = this.players.find(p => p.isLocal);
  const passed = localPlayer && localPlayer.avatarUrl === newAvatar;
  
  this.testResults = [...this.testResults, {
    id: 3,
    name: '头像同步测试',
    passed,
    message: passed ? '头像同步成功' : '头像同步失败'
  }];
  
  this.isTesting = false;
}, 1500);

private testScoreSync() {

const scoreChange = 100;
const originalScore = this.players.find(p => p.isLocal)?.score || 0;
collaboration.updatePlayerScore(scoreChange);

setTimeout(() => {
  const localPlayer = this.players.find(p => p.isLocal);
  const passed = localPlayer && 
               localPlayer.score === originalScore + scoreChange;
  
  this.testResults = [...this.testResults, {
    id: 4,
    name: '分数同步测试',
    passed,
    message: passed ? '分数同步成功' : '分数同步失败'
  }];
  
  this.isTesting = false;
}, 1500);

}

@Component
struct PlayerItem {
@Prop player: PlayerInfo

build() {
Row() {
Image(this.player.avatarUrl)
.width(40)
.height(40)
.borderRadius(20)
.margin({ right: 10 })

  Column() {
    Text(this.player.playerName)
      .fontSize(16)
    
    Text('分数: ' + this.player.score)
      .fontSize(12)
      .fontColor('#409EFF')

}

.padding(10)

}

@Component
struct TestCaseCard {
@Prop testCase: TestCase
@Prop onRun: () => void

build() {
Column() {
Text(this.testCase.name)
.fontSize(16)

  Button('运行')
    .onClick(() => this.onRun())
    .width(80)
    .margin({ top: 10 })

.padding(10)

.borderRadius(8)
.backgroundColor('#F5F5F5')

}

@Component
struct TestResultItem {
@Prop result: TestResult

build() {
Row() {
Text(this.result.name)
.fontSize(16)
.layoutWeight(1)

  Text(this.result.passed ? '✓' : '✗')
    .fontSize(20)
    .fontColor(this.result.passed ? '#67C23A' : '#F56C6C')

.padding(10)

}

interface PlayerInfo {
deviceId: string;
playerName: string;
avatarUrl: string;
score: number;
isLocal?: boolean;
interface TestCase {

id: number;
name: string;
type: string;
interface TestResult {

id: number;
name: string;
passed: boolean;
message: string;

自动化测试脚本(ArkTS)

// AutoTestRunner.ets
@Entry
@Component
struct AutoTestRunner {
@State progress: number = 0;
@State testResults: AutoTestResult[] = [];
@State isRunning: boolean = false;

build() {
Column() {
if (this.isRunning) {
Progress({
value: this.progress,
total: 100,
type: ProgressType.Ring
})
.width(100)
.height(100)
Button(this.isRunning ? ‘测试运行中…’ : ‘开始自动化测试’)

    .onClick(() => this.runAllTests())
    .disabled(this.isRunning)
    .width('80%')
    .margin(10)
  
  if (this.testResults.length > 0) {
    this.buildTestReport()

}

.width('100%')
.height('100%')
.justifyContent(FlexAlign.Center)

@Builder

private buildTestReport() {
Column() {
Text(‘自动化测试报告’)
.fontSize(20)
.margin({ bottom: 20 })

  Grid() {
    ForEach(this.testResults, (result) => {
      GridItem() {
        AutoTestResultItem({ result })

})

.columnsTemplate(‘1fr 1fr’)

  .columnsGap(10)
  .rowsGap(10)

.padding(10)

private async runAllTests() {

this.isRunning = true;
this.progress = 0;
this.testResults = [];

const testCases = [

id: 1, name: ‘设备连接测试’, runner: this.testDeviceConnection },

id: 2, name: ‘玩家数据同步’, runner: this.testPlayerDataSync },

id: 3, name: ‘实时状态同步’, runner: this.testRealtimeSync },

id: 4, name: ‘断线重连测试’, runner: this.testReconnection }

];

for (let i = 0; i < testCases.length; i++) {
  const testCase = testCases[i];
  const result = await testCase.runner.call(this);
  
  this.testResults = [...this.testResults, {
    id: testCase.id,
    name: testCase.name,
    ...result
  }];
  
  this.progress = ((i + 1) / testCases.length) * 100;

this.isRunning = false;

private async testDeviceConnection(): Promise<TestResult> {

return new Promise((resolve) => {
  collaboration.connectTest((success) => {
    resolve({
      passed: success,
      message: success ? '设备连接成功' : '设备连接失败'
    });
  });
});

private async testPlayerDataSync(): Promise<TestResult> {

const testName = '测试玩家_' + Date.now();
collaboration.updatePlayerName(testName);

return new Promise((resolve) => {
  setTimeout(() => {
    const players = collaboration.getAllPlayers();
    const passed = Array.from(players.values()).every(p => 
      p.playerName === testName);
    
    resolve({
      passed,
      message: passed ? '玩家数据同步成功' : '玩家数据同步失败'
    });
  }, 2000);
});

private async testRealtimeSync(): Promise<TestResult> {

let passed = true;
const testCount = 5;

for (let i = 1; i <= testCount; i++) {
  const newScore = i * 100;
  collaboration.updatePlayerScore(newScore);
  
  const result = await new Promise((resolve) => {
    setTimeout(() => {
      const players = collaboration.getAllPlayers();
      const syncPassed = Array.from(players.values()).every(p => 
        p.score === newScore);
      resolve(syncPassed);
    }, 500);
  });
  
  if (!result) {
    passed = false;
    break;

}

return {
  passed,
  message: passed ? '实时状态同步成功' : '实时状态同步失败'
};

private async testReconnection(): Promise<TestResult> {

collaboration.simulateDisconnect();

const firstCheck = await new Promise((resolve) => {
  setTimeout(() => {
    const players = collaboration.getAllPlayers();
    resolve(players.size === 0);
  }, 1000);
});

collaboration.simulateReconnect();

const secondCheck = await new Promise((resolve) => {
  setTimeout(() => {
    const players = collaboration.getAllPlayers();
    resolve(players.size > 0);
  }, 2000);
});

return {
  passed: firstCheck && secondCheck,
  message: firstCheck && secondCheck ? 
    '断线重连成功' : '断线重连失败'
};

}

@Component
struct AutoTestResultItem {
@Prop result: AutoTestResult

build() {
Column() {
Text(this.result.name)
.fontSize(16)

  Text(this.result.passed ? '通过' : '失败')
    .fontColor(this.result.passed ? '#67C23A' : '#F56C6C')
    .margin({ top: 5 })
  
  Text(this.result.message)
    .fontSize(12)
    .fontColor('#666666')
    .margin({ top: 5 })

.padding(10)

.borderRadius(8)
.backgroundColor('#F5F5F5')

}

interface AutoTestResult {
id: number;
name: string;
passed: boolean;
message: string;
interface TestResult {

passed: boolean;
message: string;

三、关键技术实现
分布式数据同步流程

sequenceDiagram
participant 设备A
participant 设备B
participant 设备C

设备A->>设备B: 玩家加入请求
设备B->>设备A: 确认响应
设备A->>设备B: 发送玩家数据(昵称/头像)
设备B->>设备C: 转发玩家数据
设备C->>设备B: 确认接收
设备B->>设备A: 同步完成确认

测试用例设计矩阵

测试类型 测试方法 验证点

设备连接 模拟多设备加入 设备列表同步
数据同步 修改玩家昵称 所有设备显示一致
实时状态 连续更新分数 即时同步验证
异常恢复 模拟断线重连 数据一致性恢复

性能优化策略

// 数据同步优化策略
public class SyncOptimizer {
private static final int BATCH_SIZE = 10;
private static final long DEBOUNCE_TIME = 300; // ms

private Map<String, PlayerUpdate> pendingUpdates = new HashMap<>();
private ScheduledExecutorService scheduler;

public SyncOptimizer() {
    scheduler = Executors.newSingleThreadScheduledExecutor();

// 批量更新处理

public void queueUpdate(String playerId, PlayerUpdate update) {
    pendingUpdates.put(playerId, mergeUpdates(playerId, update));
    
    scheduler.schedule(() -> {
        if (!pendingUpdates.isEmpty()) {
            sendBatchUpdate();

}, DEBOUNCE_TIME, TimeUnit.MILLISECONDS);

private PlayerUpdate mergeUpdates(String playerId, PlayerUpdate newUpdate) {

    PlayerUpdate existing = pendingUpdates.get(playerId);
    if (existing == null) {
        return newUpdate;

// 合并更新

    PlayerUpdate merged = new PlayerUpdate();
    merged.playerName = newUpdate.playerName != null ? 
        newUpdate.playerName : existing.playerName;
    merged.avatarUrl = newUpdate.avatarUrl != null ? 
        newUpdate.avatarUrl : existing.avatarUrl;
    merged.score = newUpdate.score;
    
    return merged;

private void sendBatchUpdate() {

    List<PlayerUpdate> updates = new ArrayList<>(pendingUpdates.values());
    
    // 分批发送
    for (int i = 0; i < updates.size(); i += BATCH_SIZE) {
        List<PlayerUpdate> batch = updates.subList(i, 
            Math.min(i + BATCH_SIZE, updates.size()));
        sendUpdates(batch);

pendingUpdates.clear();

}

四、测试方案
基础功能测试用例(Java)

public class BasicFunctionTest {
private DeviceCollaborationService collaborationService;

@Before
public void setup() {
    collaborationService = new DeviceCollaborationService();

@Test

public void testPlayerJoinSync() {
    // 模拟玩家加入
    String testName = "TestPlayer_" + System.currentTimeMillis();
    collaborationService.simulatePlayerJoin(testName);
    
    // 验证同步
    Map<String, PlayerInfo> players = collaborationService.getAllPlayers();
    assertTrue(players.values().stream()
        .allMatch(p -> p.playerName.equals(testName)));

@Test

public void testScoreUpdateSync() {
    // 初始分数
    int initialScore = 100;
    collaborationService.updatePlayerScore(initialScore);
    
    // 更新分数
    int scoreIncrement = 50;
    collaborationService.updatePlayerScore(scoreIncrement);
    
    // 验证同步
    Map<String, PlayerInfo> players = collaborationService.getAllPlayers();
    assertTrue(players.values().stream()
        .allMatch(p -> p.score == initialScore + scoreIncrement));

}

自动化集成测试(ArkTS)

// IntegrationTest.ets
@Entry
@Component
struct IntegrationTest {
@State testResults: IntegrationTestResult[] = [];

build() {
Column() {
Button(‘运行集成测试’)
.onClick(() => this.runIntegrationTest())
.width(‘80%’)
.margin(10)

  if (this.testResults.length > 0) {
    this.buildTestReport()

}

@Builder

private buildTestReport() {
Column() {
Text(‘集成测试报告’)
.fontSize(18)
.margin(10)

  List() {
    ForEach(this.testResults, (result) => {
      ListItem() {
        IntegrationTestResultItem({ result })

})

.height(300)

}

private async runIntegrationTest() {
const testCases = [
name: ‘多设备玩家同步’, test: this.testMultiDeviceSync },

name: ‘实时数据一致性’, test: this.testDataConsistency },

name: ‘异常恢复能力’, test: this.testErrorRecovery }

];

this.testResults = [];

for (const testCase of testCases) {
  const result = await testCase.test.call(this);
  this.testResults = [...this.testResults, {
    name: testCase.name,
    ...result
  }];

}

private async testMultiDeviceSync(): Promise<TestResult> {
// 模拟3个设备加入
collaboration.simulateDevicesJoin(3);

return new Promise((resolve) => {
  setTimeout(() => {
    const players = collaboration.getAllPlayers();
    const passed = players.size === 3;
    
    resolve({
      passed,
      message: passed ? '多设备同步成功' : '多设备同步失败'
    });
  }, 3000);
});

private async testDataConsistency(): Promise<TestResult> {

const testAvatar = 'avatar_' + Date.now() + '.png';
collaboration.updatePlayerAvatar(testAvatar);

return new Promise((resolve) => {
  setTimeout(() => {
    const players = collaboration.getAllPlayers();
    const passed = Array.from(players.values()).every(p => 
      p.avatarUrl === testAvatar);
    
    resolve({
      passed,
      message: passed ? '数据一致性验证通过' : '数据不一致'
    });
  }, 2000);
});

private async testErrorRecovery(): Promise<TestResult> {

// 模拟网络中断
collaboration.simulateNetworkFailure();

const firstCheck = await new Promise((resolve) => {
  setTimeout(() => {
    resolve(collaboration.isAllDevicesDisconnected());
  }, 1000);
});

// 恢复网络
collaboration.simulateNetworkRecovery();

const secondCheck = await new Promise((resolve) => {
  setTimeout(() => {
    resolve(collaboration.isAllDevicesReconnected());
  }, 2000);
});

return {
  passed: firstCheck && secondCheck,
  message: firstCheck && secondCheck ? 
    '异常恢复成功' : '异常恢复失败'
};

}

@Component
struct IntegrationTestResultItem {
@Prop result: IntegrationTestResult

build() {
Row() {
Text(this.result.name)
.fontSize(16)
.layoutWeight(1)

  Text(this.result.passed ? '✓' : '✗')
    .fontSize(20)
    .fontColor(this.result.passed ? '#67C23A' : '#F56C6C')
  
  Text(this.result.message)
    .fontSize(12)
    .fontColor('#666666')
    .margin({ left: 10 })

.padding(10)

}

interface IntegrationTestResult {
name: string;
passed: boolean;
message: string;
interface TestResult {

passed: boolean;
message: string;

五、总结与展望

本方案实现了以下核心功能:
多设备自动发现:快速建立设备间连接

实时数据同步:确保玩家状态跨设备一致

全面测试覆盖:验证各种边界条件和异常场景

自动化验证:减少人工测试工作量

未来优化方向:
增加AI驱动的异常检测

支持更大规模设备集群

集成性能监控与分析

增强安全验证机制

通过本方案,可以确保鸿蒙分布式游戏场景中多设备协同的稳定性和数据一致性,为玩家提供无缝的跨设备游戏体验。

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