Design a Real-time Gaming Leaderboard

Real-time game leaderboard inspired by mobile games and fantasy-sports contests: scores saved with a conditional update, Redis sorted sets for O(log n) ranks, rankings updated from a queue for global, daily, weekly and regional boards, score-range sharding, a cached top 100, friends ranks and asynchronous anti-cheat. A teaching design.

Functional requirements

  • Players submit a match result and their score updates.
  • Players can see the global top 100.
  • Players can see their own rank and the players just above and below them.
  • Players can see daily, weekly and regional leaderboards, and a leaderboard of their friends.
  • Cheating scores are removed from every leaderboard.

Non-functional requirements

  • Rank lookup latency: p99 < 100ms.
  • A new score shows in rankings within a few seconds.
  • Scale: 25M daily players, 8K requests/s at peak.
  • Availability: 99.9%; rankings can briefly lag but must never be lost.
  • Scores are durable: a cache loss never loses a player's score.

How the design evolves

Stage 1: Rank by Counting Rows

See why counting higher scores on every view collapses with millions of players.

What was missing: Nothing yet.

Why that's risky: Every rank lookup scans a large part of the table. With 25 million players, each view reads millions of rows, and views far outnumber matches.

What gets added: One game server that saves scores and finds a player's rank by counting every player with a higher score.

Trade-offs: Always exact, at the cost of a scan per view.

Stage 2: A Sorted Set Answers Rank Queries

Use a data structure built for ranking, so a rank costs O(log n), not a scan.

What was missing: Ranks came from counting rows on every view.

Why that's risky: Each submission waits for two writes, and if the sorted-set update fails after the database write, the ranking silently drifts.

What gets added: Scores stay in the database as the source of truth, and a Redis sorted set holds every player ordered by score. ZREVRANK returns a rank and ZREVRANGE the top 100 in O(log n). Separate score and leaderboard services sit behind a load balancer.

Trade-offs: The sorted set is a second copy of every score, which costs memory, but a rank lookup becomes a microsecond operation.

Stage 3: Rankings Updated from a Queue

Return as soon as the score is safe, and keep every leaderboard (daily, weekly, regional) in sync from one event.

What was missing: Submissions waited on the sorted set, and only one global leaderboard existed.

Why that's risky: One sorted set takes every write. A season-end rush or a tournament final makes it the bottleneck.

What gets added: The score service saves the score with a conditional update (only if higher), then publishes an event. Ranking workers apply it to every leaderboard it belongs to: global, daily, weekly and regional. Daily and weekly keys expire on their own.

Trade-offs: A new score shows up in rankings a moment after the match ends. Players rarely notice.

Stage 4: Sharded Rankings, Top 100 and Friends

Spread the hot sorted set, and answer the questions players actually ask: the top, my rank, my friends.

What was missing: One sorted set took every read and write, and there was no friends leaderboard.

Why that's risky: A single load balancer, no limit on how often a client can submit, and no check for impossible scores.

What gets added: Sorted sets split by score range, so a player's global rank is their rank in their shard plus the sizes of the higher shards. A small cache holds each top 100, and friend ranks come from looking up each friend's score.

Trade-offs: Range shards need occasional rebalancing as scores grow. Hashing by player would avoid that but makes global rank a scatter-gather query.

Stage 5: Anti-Cheat, Redundancy and Monitoring

Keep the leaderboard honest and up through a season-end rush.

What was missing: Nothing stopped impossible scores or a client hammering submit, and the load balancer and sorted sets had no spare.

Why that's risky: Remaining risk is low. A replica that falls behind can briefly show a slightly old rank.

What gets added: An anti-cheat worker that re-checks suspicious results and removes cheaters from every ranking, a per-player rate limiter, a second load balancer, a replica for each sorted-set shard, a sharded scores database, more service instances, and monitoring of ranking lag and shard load.

Trade-offs: Cheat checks run after the score is accepted, so a cheater can appear on the leaderboard for a few seconds before removal.

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