
Battle Questions · Gaming
Ten thousand simultaneous battles, decided in under 50ms
A competitive trivia platform where timing is a gameplay mechanic — so the game engine is server-authoritative, sub-50ms at p99, and treats a 500ms discrepancy as a fairness bug rather than a performance one.
ایک نظر میں
- مدت
- 43 ہفتے
- ٹیم کا حجم
- 5 افراد
- معاہدے کی نوعیت
- نئی تعمیر
- پروجیکٹ کی قسم
- ویب ایپلیکیشن
- شعبہ
- میڈیا اور تفریح
کن چیزوں سے بنا
صورتحال
مسئلہ
In a game where timing decides the winner, a 500ms difference in when two players receive a question is not a performance problem, it is a fairness problem. On top of that, anti-cheat had to stop answer lookup and bots without punishing legitimate players for being fast.
ہم نے کیا کیا
Every timing decision moved to the server, and every battle became a small in-memory state machine rather than a database transaction.
وہ فیصلے جو اہم تھے
Battles live in Redis, not Postgres
Each battle is a Redis hash driven by Lua scripts for atomic operations. A relational transaction per answer would have made the database the referee, and the referee would have been the slowest participant.
Client timings are rejected outright
Server-authoritative timestamps with synchronised delivery via keyspace notifications. Any protocol that trusts the client's clock is a protocol that rewards tampering with the client's clock.
Shadow mode instead of bans
Statistical timing analysis flags sub-150ms responses and suspiciously low variance; confirmed cheats are matched against each other rather than told. Deterrence took the flag rate from 2.1% to 0.4%.
کیا بدلا
- simultaneous battles
- 10K+simultaneous battles
- p99 game engine latency
- <50msp99 game engine latency
- daily active users
- 75K+daily active users
- cheat flag rate
- 0.4%cheat flag rate
- 75K+ — 38-minute average session
- 0.4% — down from 2.1% in the first month
10,000+ concurrent battles at sub-50ms p99, 75,000+ daily active users averaging 38-minute sessions, and a cheat rate down to 0.4% — at $0.0003 of infrastructure per battle.
استعمال شدہ خدمات
- Redis-backed game engine with atomic Lua operations
- Server-authoritative timing and synchronised question delivery
- Layered anti-cheat with statistical analysis and shadow mode
- Matchmaking and Elo-adjusted accuracy tracking
ہم کیا مختلف کرتے
ہر منصوبے میں ایسی ایک بات ہوتی ہے۔ اسے شائع کرنا ہی اصل نکتہ ہے — جس کیس اسٹڈی میں کوئی پچھتاوا نہ ہو وہ ثبوت نہیں، تشہیر ہے۔
Game backends have a different performance contract from typical web APIs. Redis Lua scripts, pre-loading and server-authoritative timing are not over-engineering for a trivia game; they are the minimum viable correctness. We would reach for them on day one next time rather than proving the need first.
استعمال شدہ خدمات
ویب ڈیولپمنٹ
ایسی ویب سائٹس جو تیزی سے کھلیں، سرچ میں نمایاں ہوں اور نتائج دیں۔
سروس دیکھیںایپ ڈیولپمنٹ
سرمایہ کاروں کے قابل موبائل پروڈکٹس، قابلِ پیمائش آن بورڈنگ کے ساتھ۔
سروس دیکھیںکلاؤڈ اور DevOps
روز ریلیز کریں، ایسے انفراسٹرکچر پر جس کی لاگت جتنی ہونی چاہیے اتنی ہو۔
سروس دیکھیںڈیٹا اور تجزیات
ایسے اعداد جن پر سب کو بھروسا ہو، ایک جگہ، رات کو تازہ۔
سروس دیکھیں
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