Start by clarifying requirements (e.g., expected concurrent users, latency targets, game variants) and then outline the high-level architecture: matchmaking service, game server fleet, and persistence layer. Dive into each component, explaining trade-offs and how you'd handle edge cases like disconnects and clock synchronization.
Pro tip: Emphasize idempotency and reconciliation: moves should be idempotent, and game state should be periodically snapshotted to recover from failures. Also, consider using a monotonic clock for game timers to avoid issues with system clock adjustments.
Ask about expected scale (concurrent players, games per second), latency requirements, game rules (e.g., standard chess, variants), and client platforms. This shapes design decisions.
Sketch the main components: matchmaking service, game servers, WebSocket gateway, database, and cache. Explain how they interact and the data flow.
Describe the queue design (e.g., Redis sorted sets by rating), matchmaking algorithm (expanding rating range over time), and how Elo updates are computed and persisted.
Detail WebSocket handling: connection management, move validation on server, clock synchronization, and state updates. Discuss disconnect handling and reconnection.
Explain how to scale game servers horizontally, shard by game ID or player ID, and ensure consistency. Cover load balancing, service discovery, and failure recovery.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.