Online Multiplayer Game Server — Detailed#
flowchart TB
subgraph Client
GAME([Game client])
PRED([Client prediction])
INTERP[Entity interpolation]
end
subgraph Edge
LB
AUTH[Auth / account]
LOBBY[Lobby / matchmaking]
end
subgraph Game[Game session]
GS[Authoritative server / tick loop]
SIM[Sim 30-60 Hz]
SS[Snapshot diffs]
INPUT[[Input queue per player]]
LAG[Lag compensation / rewind]
end
subgraph Anti[Anti-cheat]
KERN[Kernel-mode anti-cheat]
SVR_AUTH[Server-authoritative checks]
BEHAV[Behavioral detection]
end
subgraph Persist[Persistence]
PROF[(Player profile)]
INV[(Inventory)]
LDB[(Leaderboards)]
REPL[(Match replays)]
end
subgraph Voice
VOIP[VoIP servers]
end
subgraph Ops
METR[Match metrics]
REGION[Region selection]
DDOS[DDoS protection]
end
Client --> Edge --> Game
Game --> Persist
Anti --- Game
Voice --- Game
Ops --- Game
classDef client fill:#dbeafe,stroke:#1e40af,stroke-width:1px,color:#0f172a;
classDef edge fill:#cffafe,stroke:#0e7490,stroke-width:1px,color:#0f172a;
classDef service fill:#fef3c7,stroke:#92400e,stroke-width:1px,color:#0f172a;
classDef datastore fill:#fee2e2,stroke:#991b1b,stroke-width:1px,color:#0f172a;
classDef cache fill:#fed7aa,stroke:#9a3412,stroke-width:1px,color:#0f172a;
classDef queue fill:#ede9fe,stroke:#5b21b6,stroke-width:1px,color:#0f172a;
classDef compute fill:#d1fae5,stroke:#065f46,stroke-width:1px,color:#0f172a;
classDef storage fill:#e5e7eb,stroke:#374151,stroke-width:1px,color:#0f172a;
classDef external fill:#fce7f3,stroke:#9d174d,stroke-width:1px,color:#0f172a;
classDef obs fill:#f3e8ff,stroke:#6b21a8,stroke-width:1px,color:#0f172a;
class GAME,PRED client;
class INTERP,AUTH,LOBBY,GS,SIM,SS,LAG,KERN,SVR_AUTH,BEHAV,VOIP,REGION,DDOS service;
class PROF,INV,LDB,REPL datastore;
class INPUT queue;
class METR obs;
Authoritative loop#
- Server simulates at fixed tick (e.g., 30/60 Hz).
- Receives inputs, advances sim, broadcasts state diffs.
- Client predicts locally; corrects when server diverges (rollback).
Lag compensation#
- Server stores rewindable history (~200 ms).
- Hit detection: rewind to time T = client tick - latency, then check.
Glossary & fundamentals#
Concepts referenced in this design. Each row links to its canonical page; the tag column shows whether it is a high-level (HLD) or low-level (LLD) concept.
| Tag | Concept | What it is | Page |
|---|---|---|---|
HLD |
Observability | metrics, logs, traces, SLOs | observability |