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Meta·Software Engineer·Onsite - System Design / Architecture·Senior

SeniorPrefer not to say
Jul 2026

Summary

Meta SWE system design round where I had to design a chess game from scratch. Not the most common design problem so it threw me off a bit, but it covered a decent range of concepts.

Questions Asked (1)

Q1

Design a chess game that supports friend invitations, move undo (only before the opponent responds), and a live leaderboard showing win/loss rankings.

System DesignData ModelingTechnical Trade-offs
Author's notes

The undo mechanic is where I got tripped up.

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AI HintsAI Generated

Suggested Approach

Start by clarifying functional and non-functional requirements, then design a high-level architecture with separate services for game state, invitations, and leaderboard. Dive into data models and trade-offs for undo and leaderboard consistency, and discuss scaling and real-time updates.

Pro tip: Emphasize idempotency and consistency: undo must be atomic and only allowed before opponent's move, and leaderboard updates should be eventually consistent to avoid contention. Show awareness of Meta's scale by discussing sharding and caching.

1. Clarify Requirements

Ask about scale (DAU, concurrent games), latency, consistency needs, and whether undo is per-move or per-turn. Confirm leaderboard scope (global, friends, time-based).

2. High-Level Architecture

Propose microservices: Game Service (state, moves), Invitation Service, Leaderboard Service, and Notification Service. Use WebSockets for real-time updates and a message queue for async events.

3. Data Modeling

Design schemas: Game (id, players, board state, move history, status), Move (game_id, player, from, to, timestamp, undone), Invitation (sender, receiver, status), Leaderboard (user_id, wins, losses, rating). Use Redis for leaderboard sorted sets and a relational DB for game state.

4. Undo Mechanism

Implement undo as a reversible operation: store move history with a flag; allow undo only if the last move was by the same player and opponent hasn't moved. Use optimistic locking or versioning to prevent race conditions.

5. Leaderboard & Scaling

Update leaderboard asynchronously via events (e.g., game finished). Use Redis sorted sets for real-time ranking; shard by region or game type. Discuss caching, read replicas, and eventual consistency.

Key Points to Mention

  • Idempotency and atomicity for undo operations to handle network retries and concurrent requests.
  • Use of WebSockets or long polling for real-time game updates and invitations.
  • Data consistency models: strong for game state, eventual for leaderboard.
  • Sharding and partitioning strategies for game state and leaderboard at scale.
  • Caching strategies (e.g., Redis) for leaderboard and hot game data.
  • Trade-offs between different database choices (SQL vs NoSQL) for game state and leaderboard.

AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.