This is an experimental/toy project. I built it to explore some ideas around matchmaking using concurrent patterns in Go. While it works, I wouldn't recommend using it in production. Feel free to poke around and maybe grab some ideas for your own projects.
When you start Tango, it spins up three main background processes:
- An operation processor that handles new players/hosts and other match-related operations
- A timeout checker that removes players with expired matching timeouts
- A stats updater that periodically collects matchup statistics
Note: The diagrams below only show the operation processor and timeout checker for simplicity.
┌── Host → Creates new match
Player Enqueue → Operation ────┤
└── Player → Attempts to join existing match
Players can be either hosts (create matches) or joiners (look for matches). When a host joins:
- A match is created immediately
- Tango starts actively looking for suitable players to join this match
When a regular player joins, Tango keeps trying to find a suitable match until either:
- A match is found
- The player times out
- The context is cancelled
%%{init: {'theme': 'base', 'themeVariables': { 'fontFamily': 'arial', 'fontSize': '16px', 'textColor': '#2A4365' }}}%%
flowchart TB
subgraph Matchmaking
Start[Start Tango] --> Queue{Player Queue}
Queue -->|Host| CreateMatch[Create Match]
Queue -->|Player| WorkerPool[Worker Pool]
CreateMatch -->|From Pool| NewMatch[New Match]
NewMatch --> SeekPlayers[Seek Players]
WorkerPool -->|Attempts| FindMatch[Find Match]
FindMatch -->|Success| JoinMatch[Join Match]
FindMatch -->|No Match| Retry((Retry))
Retry --> FindMatch
SeekPlayers -->|Match Found| JoinMatch
JoinMatch --> Stats[Update Stats]
end
style Start fill:#48BB78,color:#2F855A
style Queue fill:#667EEA,color:#F7FAFC
style WorkerPool fill:#9F7AEA,color:#F7FAFC
style JoinMatch fill:#48BB78,color:#2F855A
style Stats fill:#4299E1,color:#F7FAFC
style Matchmaking fill:#EBF8FF,color:#2C5282
%%{init: {'theme': 'base', 'themeVariables': { 'fontFamily': 'arial', 'fontSize': '16px', 'textColor': '#2A4365' }}}%%
flowchart TB
subgraph Cleanup
Timer[Timeout Checker] --> CheckPlayers{Check Players}
CheckPlayers -->|Expired| RemovePlayer[Remove Player]
CheckPlayers -->|Active| Continue[Continue Checking]
RemovePlayer -->|Is Host| CleanMatch[Cleanup Match]
RemovePlayer -->|Not Host| DeletePlayer[Delete Player]
CleanMatch --> Events[Emit Events]
CleanMatch --> ReturnMatchPool[Return Match to Pool]
CleanMatch --> UpdateStats[Update Stats]
DeletePlayer --> Events
DeletePlayer --> UpdateStats
end
style Timer fill:#4299E1,color:#F7FAFC
style ReturnMatchPool fill:#ED64A6,color:#F7FAFC
style CleanMatch fill:#9F7AEA,color:#F7FAFC
style DeletePlayer fill:#ED8936,color:#F7FAFC
style Events fill:#48BB78,color:#2F855A
style UpdateStats fill:#667EEA,color:#F7FAFC
style Cleanup fill:#F0FFF4,color:#2C5282
import "github.com/alesr/tango"
// Create a new Tango instance
tango := tango.New(
tango.WithOperationBufferSize(100),
tango.WithDefaultTimeout(5*time.Second),
// More options available...
)
// Start the service
err := tango.Start()
// Shut it down!
err := tango.Shutdown(ctx)
// Create a new player
player := tango.NewPlayer(
"player-1", // ID
false, // IsHost
tango.Mode1v1, // Game mode
deadline, // Timeout (how long it should look for a match)
[]string{"tag"} // Optional tags (not in use yet)
)
// Add to matchmaking queue
err := tango.Enqueue(ctx, player)
// Remove from system
err := tango.RemovePlayer("player-1")
// Get all active matches
matches := tango.ListMatches()
You can call the Stats() method at any time to retrieve match statistics:
stats, _ := tango.Stats(ctx)
fmt.Printf("Total Players: %d\n", stats.TotalPlayers)
fmt.Printf("Total Matches: %d\n", stats.TotalMatches)
- WithLogger: Custom logger for the service
- WithOperationBufferSize: Size of the operation channel buffer
- WithMatchBufferSize: Size of the match channel buffer
- WithAttemptToJoinFrequency: How often to try matching players
- WithCheckDeadlinesFrequency: How often to check for timeouts
- WithDefaultTimeout: Default operation timeout
GameMode1v1
: 1 host + 1 playerGameMode2v2
: 1 host + 3 playersGameMode3v3
: 1 host + 5 players
Some cool ideas I'd like to explore:
- Use tags for smarter matching (skill levels, regions, etc.)
- Add match status notifications (websockets maybe?)
- Match lifetime management (auto-cleanup after game ends)
- Match history tracking
- Support for tournament-style matchmaking
- Custom matching rules
- Support for teams
Got more ideas? I'd love to hear them!
To make sure Tango works well under different conditions, i've set up some load tests. These tests are there to simulate various scenarios and see how the system handles them.
You can run the load tests using this command:
make test-load
This will execute all the test cases in the loadtest
package.
The load testing framework is flexible. You can adjust various parameters like the number of requests, concurrency level, duration, and more through a configuration struct:
type Config struct {
Requests int
ConcurrentRequests int
Duration time.Duration
StatsInterval time.Duration
RequestsPerSecond float64
Scenario string
}
I have a few predefined scenarios to simulate different types of workloads:
- High Concurrency: Simulates many concurrent requests with a specified rate limit.
- Host Heavy: Focuses on creating matches where most players are hosts.