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game-backend

game backend services

PlayFab, Nakama

SystemTechniques · 13Primitives · 62 game-backend Deterministic simulation testingdistributed · medium: Run the whole system in one thread under a seeded scheduler with simulated network, disk and clock, so every failure replays from its seed.›Presence trackingdistributed · medium: Heartbeats refresh per-connection TTLs; a user is online while any connection lives, with a grace period that hides reconnect flaps.›Primary-backup replicationdistributed · medium: One node orders all writes and ships them to standbys; the acknowledgement rule (none, one, all) sets what a crash loses, and an external arbiter decides who takes over.›Pub/sub fan-outdistributed · medium: Deliver one published message to every subscriber of a topic by sharing one encoded payload and giving each connection a bounded queue with an explicit slow-consumer policy.›Pairing queueoptimization · medium: Pair waiting players into fair matches by rating and latency, widening tolerances the longer each ticket waitsClient action validationsecurity · medium: Validate client actions server-side: movement bounds, rate checks, statistical anomaly scoringCoverage-guided fuzzingsecurity · medium: Mutate inputs, run an instrumented target, and keep any input that reaches a new code edge; feedback turns blind guessing into incremental search.›Glicko-2game-networking · low: Rating plus rating deviation (RD) and volatility per player, so new or inactive players move fast and established ones move slowly.›Hdr histogramdata-structures · low: Log-linear bucketed histograms with bounded relative error for latency percentilesHyperLogLogdata-structures · low: Counts distinct elements in kilobytes with about 1 % error by tracking the longest run of leading zero bits in hashed values per bucket.›Skip listdata-structures · low: Sorted linked list with random express lanes; O(log n) search, simple inserts, and easy lock-free or single-writer concurrent reads.›Consistent hashingdistributed · low: Hash nodes and keys onto a ring; each key belongs to the next node clockwise, so membership changes move only about 1/n of keys.›Double-entry ledgerfinance · low: Append-only journal of transactions whose postings sum to zero per currency; balances are derived, so money can only move, never appear or vanish.›Idempotency keysfinance · low: Client-chosen unique key per logical operation, stored with a request fingerprint and the final response, so retries replay the first result instead of acting twice.›Process supervisionhardware-os · low: A parent process starts services, reaps their exits and restarts them under a delay and burst-limit policy, then stops them with SIGTERM before SIGKILL.›WebSocketsnetworking · low: Full-duplex message framing over one upgraded HTTP connection; the standard way to push real-time data to browsers.›Mutual TLSsecurity · low: TLS where the client also proves a certificate key, so every connection carries a verified, rotatable machine identity.›OAuth 2 and OpenID Connectsecurity · low: Delegated authorization (OAuth 2) and login on top of it (OIDC); use authorization code + PKCE for every user-facing client.›Sessions vs tokenssecurity · low: Opaque server-side sessions in cookies for browsers, short-lived signed tokens between services; revocation decides most cases.›Optimistic concurrency controlstorage · low: Run transactions without locks, record what they read, and validate at commit that nothing changed; fastest when conflicts are rare.›Graceful drainingsystems · low: On a termination signal, stop taking new work, finish in-flight work until a deadline, tell clients to reconnect elsewhere, then exit; clients resume from a token.›Token bucketsystems · low: A bucket of up to b tokens refilled at rate r; requests spend tokens, enforcing an average rate while allowing bursts of b.›Cooperative schedulingconcurrency · low: Green threads/coroutines yielding at await points on a user-space scheduler+ 6 more techniques+ 46 more primitives

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