
Chess
Real-time multiplayer chess platform with actor-based Elo matchmaking, authoritative game validation, and asynchronous tournament processing.
Key engineering
- Designed queue-based matchmaking around Redis Streams and Consumer Groups, allowing isolated Rust Actix actors to process player pairing through a producer-consumer architecture.
- Implemented Elo-based matchmaking using a BTreeMap for efficient rating-gap expansion while maintaining player-presence validation during asynchronous pairing.
- Built a zero-polling tournament scheduler using Change Data Capture (CDC) to tail PostgreSQL WAL, dispatching delayed jobs to a two-phase Redis ZSET queue.
- Architected a scalable gRPC game server and WebSocket gateway to minimize internal network latency, leveraging Redis Pub/Sub for high-throughput spectator broadcasting.
- Developed Swiss-style and Round-Robin tournament pairing algorithms integrated with asynchronous worker pipelines to advance competition states.

