MatchMaker Module
Diarkis MatchMaker is a decentralized, in-memory system for real-time, low-latency player matching across a distributed server cluster.
Last updated
Was this helpful?
Diarkis MatchMaker is a decentralized, in-memory system for real-time, low-latency player matching across a distributed server cluster.
Last updated
Was this helpful?
Diarkis MatchMaker is a high-performance, decentralized matchmaking system designed for online multiplayer games requiring low-latency, real-time session coordination at scale. Unlike traditional matchmaking solutions that rely on centralized databases or master servers, Diarkis MatchMaker utilizes a distributed data-sharing model across the Diarkis server cluster.
Key Technical Characteristics:
Decentralized State Storage: Match data is dynamically distributed across multiple nodes within the Diarkis server cluster, eliminating single points of failure and enhancing both redundancy and availability.
High Throughput and Low Latency: Designed for fast player pairing, the system supports high matchmaking concurrency with minimal latency, ideal for session-based or competitive multiplayer environments.
Fault Tolerance and Scalability: The distributed architecture enables horizontal scaling, allowing additional nodes to be added seamlessly without impacting system performance. In the event of a node failure, matchmaking continuity is maintained by rerouting tasks to other healthy nodes within the cluster.
Robust Query & Grouping Logic: Diarkis MatchMaker supports customizable match logic, including rule-based filters, dynamic prioritization, and conditional queueing for optimized player experience.
Diarkis MatchMaker is engineered for resilient, real-time matchmaking in globally distributed systems. For integration guidance, API endpoints, and cluster configuration options, please refer to the .
This section provides a technical comparison between traditional matchmaking architectures and the Diarkis MatchMaker implementation.
Conventional matchmaking systems typically rely on centralized services or database-driven queues, where a single or limited number of servers handle player matching logic and session coordination. These implementations often suffer from scaling limitations, single points of failure, and bottlenecks under high concurrency.
In contrast, Diarkis MatchMaker employs a distributed, in-cluster matchmaking architecture. Instead of centralized data storage, matchmaking state and queue data are shared across multiple nodes in the Diarkis server cluster. This design provides horizontal scalability, fault tolerance, and reduced latency, even at scale.
The comparison focuses on key operational dimensions such as data distribution, failover behavior, throughput capacity, latency performance, and scalability, offering a clear view of the architectural and operational advantages of Diarkis’ approach.
In traditional database-driven matchmaking systems, player data (e.g., queue status, rank, region) is stored in a centralized database, and match generation is performed through scheduled database queries and batch processing logic.
Technical Characteristics:
Performance Bottlenecks: System scalability is inherently constrained by the I/O performance, concurrency handling, and query efficiency of the underlying database. As player volume increases, database contention can lead to latency spikes and degraded throughput.
Polling-Based Matching Logic: Matchmaking typically relies on background worker processes or cron jobs that poll the database at fixed intervals (e.g., every few seconds). This results in non-instantaneous matchmaking, introducing delays and reducing responsiveness under dynamic load conditions.
Data Partitioning and Isolation Issues: In multi-database deployments (e.g., sharded or region-based architectures), matchmaking across databases is not inherently supported. Players housed in separate database instances are unable to match with each other, limiting global matchmaking capabilities and reducing player pool efficiency.
This centralized approach, while simple to implement, lacks the scalability, real-time responsiveness, and fault tolerance required by modern multiplayer systems operating at global scale.
In the in-memory matchmaking architecture, matchmaking state and operations are managed directly within a front-end server—a node responsible for both client communication and match coordination. All queue data, filtering logic, and matchmaking decisions reside in the server’s local memory (e.g., heap or cache layer).
Technical Characteristics:
Resource-Constrained Scalability: System scalability is limited by the hardware and memory constraints of each front-end server. As the matchmaking load increases, memory saturation or CPU contention can lead to degraded performance or service instability.
Single-Node Isolation: Matchmaking data is not shared between nodes. Clients connected to different front-end servers operate in isolated matchmaking pools, preventing cross-server pairing. This results in fragmented player pools, increased queue times, and inefficient resource utilization.
Tight Coupling with Session Lifecycle: Since matchmaking and session management reside on the same server, failures or restarts can lead to loss of matchmaking state or inconsistent client behavior.
While offering faster performance than polling-based database systems under small-scale conditions, the in-memory method lacks the distributed state management, redundancy, and global coordination required for large-scale, resilient multiplayer infrastructures.
Diarkis MatchMaker significantly outperforms traditional matchmaking systems by offering near-infinite scalability, high concurrency, and fault tolerance through its decentralized design. Unlike legacy approaches constrained by centralized databases or isolated memory stores, Diarkis MatchMaker operates on a shared in-memory data model distributed across all nodes in the server cluster.
Key Technical Features:
Cluster-Wide Shared Memory Architecture: Matchmaking data is stored in redundant, distributed memory across the entire Diarkis server cluster. This enables ultra-fast matchmaking operations as all nodes have access to up-to-date, synchronized state, eliminating the need for centralized lookups or polling.
Concurrent Operation Execution: Matchmaking operations are executed on-demand in real time. Unlike traditional systems that rely on scheduled background processes, Diarkis MatchMaker processes each matchmaking request immediately—yielding match results in milliseconds to seconds, depending on filtering logic and queue conditions.
Horizontal Scalability Without Boundaries: The system supports dynamic scaling—new nodes can be added or removed without downtime, and the matchmaking capacity scales linearly with cluster size. This enables seamless adaptation to fluctuating player volumes or regional expansion.
Global Match Pool Unification: Users are not isolated by server boundaries. Because matchmaking data is globally visible across the cluster, players connected to different front-end servers can be matched together seamlessly.
High Fault Tolerance and Redundancy: The absence of a single point of failure ensures that node failures have no impact on ongoing matchmaking operations. Redundant memory synchronization allows the system to reroute and recover instantly without loss of state or performance degradation.
Diarkis MatchMaker is engineered for high-performance, distributed multiplayer environments, providing a scalable, fast, and resilient matchmaking layer suited for global, real-time applications.
Diarkis MatchMaker includes a specialized capability that enables real-time communication and state synchronization between matched users prior to session initialization. This functionality is particularly well-suited for implementing lobby systems or pre-game staging areas within multiplayer games.
Technical Details:
Once a matchmaking operation completes and a group of users is paired, Diarkis MatchMaker allows these users to enter a shared communication context where they can exchange messages and synchronize state changes (e.g., avatar customization, equipment loadouts, team assignments) prior to actual game session deployment.
Use Case Example:
In a multiplayer game where players are matched but waiting to deploy, users can freely chat, change their equipment, or update character appearance, and those changes are instantly reflected to all other group members. This improves the user experience by allowing interactive pre-game engagement while preserving matchmaking integrity.
By integrating this capability, developers can build rich, dynamic lobby systems that maintain Diarkis' core advantages in speed, scalability, and fault tolerance.
Diarkis MatchMaker provides robust support for backfill matchmaking, enabling dynamic population of game sessions after they have already begun. This feature is critical for maintaining session integrity and player balance in scenarios where users disconnect, leave prematurely, or when games are designed to allow continuous entry.
Technical Overview:
Backfill in Diarkis MatchMaker allows game sessions to remain in a matchable state post-initial launch. This means the system can continuously monitor open slots within active sessions and dynamically match new users to fill those positions, ensuring optimal player count and balanced gameplay throughout the session lifecycle.
Session Awareness: Active game instances register their current state (e.g., player count, roles needed, status flags) with Diarkis MatchMaker, which treats them as eligible backfill targets.
Live Matching Integration: New players entering the queue can be evaluated not only for new matches but also for backfill eligibility based on session parameters, compatibility rules, and timing thresholds.
Real-Time Join: Once matched, the new participant is seamlessly integrated into the ongoing session via Diarkis' low-latency network layer, ensuring minimal disruption to gameplay flow.
Team Formation and Opponent Matching: The system can execute multi-stage matchmaking pipelines, such as:
Team Assembly: Grouping players based on rank, latency, roles, or predefined party structures.
Match Pairing: Matching formed teams against each other according to custom logic or scoring algorithms.