Case 6
Game Servers and State Sync
Dedicated simulation loop owns truth; clients send inputs, receive state deltas.
Step-by-step walkthrough
Control plane — matchmaking
- ① Enqueue ticket — Each player submits skill rating and region preference to the matchmaker.
- ② Skill + region bucket — Matchmaker groups compatible players in Redis sorted sets.
- ③ Allocate pod — Agones/Kubernetes spins up or assigns a dedicated game server pod.
- ④ Return host:port — Players receive UDP endpoint; RTT kept low by regional placement.
Data plane — live match
- ⑤ Input / state delta — Clients send inputs at 20–128 Hz; server broadcasts compressed state deltas.
- ⑥ Fire-and-forget events — Telemetry (kills, crashes) streams to Kafka without blocking the tick loop.
Why these technologies?
game serverdelta compressionAgonesKubernetespredictionUDPKafka