I'm working on rewriting my lobby server so that it scales to thousands of players per instance. One of the things I do is when a player logs on, I call GetPlayerCombinedInfo to pull their data. This is necessary as part of my login process so I can check things like whether they are banned, whether they have a game-in-progress they need to connect to, what their saved chat room was, what their skill level is for matchmaking, etc.
At some point, I'd like to stress-test my new lobby server with, say, 1,000 fake players logging in over a short period of time (1 minute or so).
I don't want to be hammering the PlayFab servers like crazy while testing, so I was thinking of having a "fake" GetPlayerCombinedInfo call that just calls Thread.Sleep(1000) then returns some test data. Then once things are working with fake data, I'll try performing the actual GetPlayerCombinedInfo calls to see how it performs in actuality.
Is this a good way to test? I'm pretty new to testing things for scalability, so I would appreciate any advice/tips.
The main thing I'm trying to prevent is having things work *in theory*, then when we do a big marketing push, have them fail under heavy load.