If he and I are in a dogfight, a three-person furball, and I get so far away that the system culls it for me but has to leave it for him because he's still in range, that's not as easy as I'm making it, is it?
TL;DRQA checks that a player's client shows the correct state after leaving and returning, and is testing server load using headless "zombie" clients spread around the solar system, given the 50-player limit.
We'll be looking for things like, as you're dogfighting, you've got a mate in your cargo bay throwing a cargo crate out the back and you're blowing up Gordon at the same time. Another player, who, when he left, you were just dogfighting happily, comes back and everything's different. Does his client show everything as it should be? Is the cargo crate there in space? Is your cargo bay open? Is Gordon alive or dead? A lot of different states. And one of the things that I've been looking at myself this week is we need not just two people doing it. Two people seem to be quite easy to keep track of. What happens with the server when there are people or a group of people, not just out in space dogfighting, but you've got someone out in space, people off in Hurston? So we've been using headless clients, which are just low-weight clients that don't actually render the game, but we can give them basic commands. So we're filling the server...
With zombies.
Yeah, putting zombies in. They do basic things. They'll get out of their bed at Olisar. They'll use console commands to zip around the solar system. So we're seeing what's happening with the server now. What's the load like when there's someone everywhere, or nearly everywhere, because the player limit is 50 and it's a big solar system. So you can't get everywhere with 50 people right now.