Real-Time Chess Platform Design
Design a high-concurrency, real-time chess platform similar to Chess.com. The system must support ELO-based matchmaking, sub-200ms move latency for blitz play, server-side move validation to prevent cheating, and move-reversion (undo) for casual play. Address how you would handle 100,000 concurrent games, player disconnections, and persistent storage of millions of historical matches in PGN format.
WebSocketsRedisPostgreSQLKafkaFENPGNAnycast IPCDC
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