
🎮 Gaming · Sequence
How a game detects and handles cheating: client checks, server-side validation, review and bans.
Drawing diagram…
Anti-cheat sequence: the game client runs integrity checks and sends inputs to the game server. The server validates movement and hit data (speed, impossible shots) and sends suspicious events to the anti-cheat service, which scores the player with rules and a model. High scores go to a review queue; confirmed cheaters are banned by the account service and the device is flagged; the match result is corrected.
sequenceDiagram
participant C as Game Client
participant GS as Game Server
participant AC as Anti-Cheat Service
participant REV as Review Team
participant ACC as Account Service
C->>C: Integrity check
C->>GS: Player inputs
GS->>GS: Validate speed and hits
GS-)AC: Suspicious events
AC->>AC: Score with rules and model
alt High score
AC->>REV: Add to review queue
REV-->>AC: Confirmed cheating
AC->>ACC: Ban account and flag device
ACC-->>GS: Kick from session
GS->>GS: Correct match result
else Low score
AC->>AC: Keep watching
endThe backend for an online multiplayer game: player accounts, matchmaking, dedicated game servers, leaderboards and in-game purchases.
How a player gets into a match: joining the queue, skill-based matching, server allocation and connecting to the game server.
The states of an online match on a game server: lobby, loading, in progress, pauses, reconnects and results.
How match results turn into leaderboards and rankings: result events, anti-cheat checks, rating updates and cached leaderboards.
How an online game runs servers close to players worldwide: regional fleets, a global matchmaker, and central account and store services.
How an in-game purchase is completed safely: store purchase, receipt validation on the server, granting items and handling refunds.