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Design leaderboard and messenger systems

Last updated: Jun 15, 2026

Quick Overview

A Meta software-engineer onsite system-design round combining two designs: a scalable game leaderboard (global and friend-circle ranks, k-neighbor windows, anti-cheat, seasonal resets) and a real-time messenger (1:1 and group chat, ordering, delivery guarantees, presence, E2EE, offline sync, and large-group fanout). Covers APIs, data models, sharding, consistency, and operations end to end.

  • hard
  • Meta
  • System Design
  • Software Engineer

Design leaderboard and messenger systems

Company: Meta

Role: Software Engineer

Category: System Design

Difficulty: hard

Interview Round: Onsite

##### Question This Meta onsite system-design round asks you to design two large-scale systems back to back. Cover end-to-end architecture, APIs, data models, storage choices, sharding/partitioning, consistency, scale estimates, and operational considerations for each. **A) Leaderboard service (large-scale game)** 1. Compute a user's **global rank** and their **rank within their friendship circle**. 2. Retrieve the **k users immediately before and after** a given user, both globally and within the friend circle. 3. Support **top-N paginated** queries with stable pagination windows. 4. Handle **high write rates** (frequent score updates), caching, and consistency trade-offs. 5. Integrate the **friend graph** and handle large friend lists efficiently. 6. Support **anti-cheat / integrity** (server-authoritative scoring, anomaly detection). 7. Support **seasonal resets** and **multi-game / multi-mode** leaderboards. 8. Provide **backfill / batch** workflows for recovery and recomputation. Detail APIs, data models (e.g., sorted sets and secondary indexes), sharding/partitioning, caching, consistency, ranking computation, and how ties are broken. **B) Real-time messenger application** 1. Support **1:1 and group chat** (including very large groups). 2. Guarantee correct **per-conversation message ordering**. 3. Choose and **justify a delivery guarantee** (at-least-once / at-most-once / exactly-once). 4. Support **online presence**, **typing indicators**, and **read/delivery receipts**. 5. Support **media sharing** and **push notifications**. 6. Support **end-to-end encryption (E2EE)**. 7. Support **offline sync** and **multi-device** consistency. 8. Handle **fanout for large groups**. 9. Provide **spam/abuse controls** and **disaster recovery**. Provide an end-to-end architecture, storage choices, protocols, scale estimates, and operational considerations.

Quick Answer: A Meta software-engineer onsite system-design round combining two designs: a scalable game leaderboard (global and friend-circle ranks, k-neighbor windows, anti-cheat, seasonal resets) and a real-time messenger (1:1 and group chat, ordering, delivery guarantees, presence, E2EE, offline sync, and large-group fanout). Covers APIs, data models, sharding, consistency, and operations end to end.

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Meta logo
Meta
Jul 31, 2025, 12:00 AM
Software Engineer
Onsite
System Design
3
0
Question

This Meta onsite system-design round asks you to design two large-scale systems back to back. Cover end-to-end architecture, APIs, data models, storage choices, sharding/partitioning, consistency, scale estimates, and operational considerations for each.

A) Leaderboard service (large-scale game)

  1. Compute a user's global rank and their rank within their friendship circle .
  2. Retrieve the k users immediately before and after a given user, both globally and within the friend circle.
  3. Support top-N paginated queries with stable pagination windows.
  4. Handle high write rates (frequent score updates), caching, and consistency trade-offs.
  5. Integrate the friend graph and handle large friend lists efficiently.
  6. Support anti-cheat / integrity (server-authoritative scoring, anomaly detection).
  7. Support seasonal resets and multi-game / multi-mode leaderboards.
  8. Provide backfill / batch workflows for recovery and recomputation.

Detail APIs, data models (e.g., sorted sets and secondary indexes), sharding/partitioning, caching, consistency, ranking computation, and how ties are broken.

B) Real-time messenger application

  1. Support 1:1 and group chat (including very large groups).
  2. Guarantee correct per-conversation message ordering .
  3. Choose and justify a delivery guarantee (at-least-once / at-most-once / exactly-once).
  4. Support online presence , typing indicators , and read/delivery receipts .
  5. Support media sharing and push notifications .
  6. Support end-to-end encryption (E2EE) .
  7. Support offline sync and multi-device consistency.
  8. Handle fanout for large groups .
  9. Provide spam/abuse controls and disaster recovery .

Provide an end-to-end architecture, storage choices, protocols, scale estimates, and operational considerations.

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