Index/Real-time and collaborative clients

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CourseFrontend System Design · 0516 minPremium

Real-time and collaborative clients

The client half of multiplayer products: applying edits locally and reconciling with the server, operational transformation and CRDTs as the client runs them, presence and live cursors on a lossy channel, undo in a shared document, and rendering a canvas that many people change at once.

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What’s inside

  • 1. The shared pattern: apply locally, reconcile later
  • 2. Text: operational transformation on the client
  • 3. CRDTs on the client
  • 4. Presence: a lossy channel on purpose
  • 5. Undo in a shared document
  • 6. Rendering a shared canvas
  • 7. Reconnect and long offline periods
  • In the interview
  • What goes wrong
  • Drills
  • Check yourself