Code Room
System designHard
Question
Design the real-time state-synchronization layer for a 60-player battle-royale game. Each match runs ~25 minutes; players send inputs at 60 Hz and need to see other players' positions, projectiles, and hit events with <100 ms perceived lag despite 30–150 ms RTT. The server must be authoritative (anti-cheat), and clients on flaky mobile connections must degrade gracefully. How do you keep all 60 clients consistent at scale across thousands of concurrent matches?
What a strong answer looks like
Clarify scale and constraints first. Propose a clean component breakdown, then go deep on the hard parts — data model, bottlenecks, consistency, failure modes — and name the trade-offs you are making.
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