Index/Online Chess / Chess.com

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Design47 min
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Online Chess / Chess.com

Two players, one board, a minute each: every move checked and timed by the server, a fair opponent found in seconds, and millions more watching, replaying and solving puzzles at the same time.

What they’re really testing: In a one-minute bullet game, a 300 ms mobile round trip is a real share of a player's time. One server must judge every move and both clocks, charge nobody for the network, never apply a move twice or lose one across reconnects and crashes, and still pair hundreds of players a second with fair opponents at peak.

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What’s inside

  • Primary concepts and the hard part
  • Requirements
  • API / Model
  • High-level architecture
  • Trade-offs and deep dives
  • Possible follow-up questions