
🎮 Gaming · Data Flow
How match results turn into leaderboards and rankings: result events, anti-cheat checks, rating updates and cached leaderboards.
Drawing diagram…
Data flow for leaderboards: game servers send match result events to Kafka, an anti-cheat service checks for impossible stats and flags suspicious results, valid results update player skill ratings (MMR), scores go into Redis sorted sets for global, regional and friends leaderboards, season-end snapshots are stored in the database for rewards, and the game client reads leaderboards through an API.
flowchart LR GS[Game Servers] -->|Match results| K[Kafka] K --> AC[Anti-Cheat Checks] AC -->|Suspicious| REV[Review Queue] AC -->|Valid| MMR[Rating Service - MMR] MMR --> R[(Redis sorted sets)] R -->|Global, regional, friends| API[Leaderboard API] API --> CL[Game Clients] R -->|Season end snapshot| DB[(Season Results DB)] DB --> RW[Rewards Service]
The 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 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.
Tables for an online game: players, characters, items, inventories, currencies, purchases and match history.