Chapter 31: Event Processing, Analytics & Gaming Engines
Chapter 31: Event Processing, Analytics & Gaming Engines
Event-driven architectures turn streams of facts into analytics, rankings, and synchronized game state. This chapter covers the delivery, deduplication, ordering, partitioning, and failure boundaries those systems depend on.
- 31.1 System Design: Ad Click Event Aggregation Pipeline (At-Least-Once Streaming, Deduplication, Sliding Window Aggregations)
- 31.2 System Design: Real-Time Gaming Leaderboard (Redis Sorted Sets, Distributed Rank Partitioning)
- 31.3 System Design: Distributed Gaming Server Bots & State Orchestration (State Machine Synchronization, Bot AI Pool Management)
- Chapter 31 References