I started with matchmaking and spent probably too long on the ELO ranking queue before realizing the real complexity was in the real-time move sync.
Start by clarifying functional and non-functional requirements, then design the high-level architecture focusing on real-time communication and matchmaking. Dive into critical components like game state management, server-enforced rules, and persistence, discussing trade-offs and scalability.
Pro tip: Emphasize the importance of server authority for game rules and timers to prevent cheating, and discuss how to handle reconnection seamlessly using game state snapshots and event sourcing.
Ask about scale (concurrent users, games), latency requirements, matchmaking criteria (rating, region), and persistence needs (history duration, replay).
Outline components: API gateway, matchmaking service, game servers, database, and real-time communication layer (WebSockets). Consider using a pub/sub system for scalability.
Design ranked matchmaking using Elo/Glicko ratings, with a queue system that pairs players based on rating and latency. For unranked, use a simpler queue.
Use WebSockets for low-latency communication. Game server validates moves, enforces rules, and manages timers. Consider state synchronization and conflict resolution.
Store game history in a database (e.g., Cassandra for scalability). For reconnection, maintain game state in memory and allow clients to rejoin via session tokens, replaying missed moves.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.