Multiplayer Game Server — Notes
Functional
- Real-time game state sync across N players.
- Lobby + matchmaking.
- Persistent profiles, leaderboards, inventory.
- Anti-cheat.
- Voice chat.
Non-functional
- Tick 30-60 Hz; client RTT < 100 ms ideal.
- 99.95% uptime during match windows.
Capacity
- Per game-server: tens to hundreds of concurrent players.
- Many thousands of servers across regions.
Trade-offs
- Server-authoritative = anti-cheat strength; client-side prediction needed for UX.
- Tick rate: higher = smoother, more bandwidth/CPU.
- Rollback netcode is gold standard for fighting / FPS.
Refs
- "Fast-Paced Multiplayer" Gabriel Gambetta.
- Valve Source engine networking docs.
- Riot Games / Epic Games engineering blogs.