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Caching Transactions and Gaming Outcomes: Approaches and Risks

1) Why cache and where you really need it

Cache is a tool for reducing latency and load on the core. In iGaming, this is critical for:
  • Reading balance sheets and transaction statuses (frequent GET requests);
  • History of games/spins and aggregates (tops of the leaderboard, last N results);
  • Metadata of games/providers, betting limits, static directories;
  • Feeds of coefficients and "quick" references for UX (banners, promotional statuses).

But cache is never the source of truth for money and outcomes. Truth - ledger/wallet and confirmed results from the provider.


2) Red line: that you can't cache

Recording money: debiting/crediting the balance (recording operations) - only through the/ledger database with transactions and idempotency.

Bet/win decisions prior to provider confirmation.

KYC/AML and compliance flags affecting payouts.

Secrets/tokens (cache in process memory is valid, but not shared cache).


3) Basic caching patterns

Cache-aside (lazy): the application first looks in the cache, if it misses, it reads from the database and puts it in the cache ('get → miss → load → set'). Versatile and safe to read.

Write-through: writing to the database goes through the cache; ensures the key is up to date, but increases the latency of the record.

Write-behind (write-back): writing first to the cache, then asynchronously to the database. Forbidden for money/results - risk of loss when falling.

Read-through: the cache itself knows how to get out of the database (proxy cache, for example, Redis with modules/sidecar). Good for metadata.

Recommendation: cache-aside for reads, write-through only where safe, write-behind - never for money/game truths.


4) Consistency and idempotency

Source of truth: ledger (append-only), operations with 'operation _ id' and idempotent processing.

Balance: we read from the cache, but any discrepancy is confirmed from the database before critical actions (deposit/withdrawal/large rate).

Disability: if the corresponding balance/status keys are successfully written to the → del/expire database.

Deduplication: outbox/inbox + idempotency keys for webhooks/payments; the cache does not participate in dedup, it only speeds up reading.


5) TTL, disability and "right to obsolescence"

Short-TTL for balance: 1-5 seconds (or soft-TTL with background refresh).

Transaction statuses: short TTL (5-30 s) with active disability by events ('deposit _ completed', 'settled').

Game history: TTL 1-10 minutes, disability due to 'new _ round' event.

Metadata/directories: TTL 10-60 minutes, warm-up when depleted.

Event-driven disability: event bus (Kafka/PubSub) publishes' wallet _ updated ',' bet _ settled ',' bonus _ changed '→ subscribers delete/update keys.


6) Anti-Storm Patterns (Miss Storm and Dogon)

Request coalescing: one thread "leads" the request to the database, the rest are waiting (mutex per key).

Stale-while-revalidate: give out "slightly outdated," simultaneously update in the background.

Jitter for TTL: Randomize TTL (± 20%) so keys do not expire at the same time.

Back-off on misses: with constant misses/errors - temporary negative-cache (see below).


7) Negative-caching and grey cardinal errors

For "not found" (for example, there is no transaction status yet) - a short negative TTL 1-3 s.

Do not cache database/provider errors for more than a few seconds - otherwise fix the accident.

Enter canary keys for observability: an increase in the share of negative hits is a reason for alert.


8) Key structure and segmentation

Именование: `wallet:{userId}`, `txn:{txnId}:status`, `game:{provider}:{tableId}:last_results`, `leaderboard:{tournamentId}:top100`.

Segments/namespaces by env/region/brand: 'prod: eu: wallet: {userId}' - exclude intersections and cross-region garbage.

Limit the cardinality - especially for leaderboards and history.


9) Cache on edge, in cluster and in memory

Edge cache (CDN/WAF): only for non-personal data (game metadata, public leaders, media). Query parameters - whitelist; cache-busting protection.

Redis/Memcached (cluster): basis for personal readings; Include AOF/RDB snapshots, replica, and quotas.

In-process cache: microsecond access for hot directories; disabling mechanisms (broadcast, version key) are required.


10) Money Cases: Safe Accelerations

Player balance

Read: cache-aside with TTL 1-5 s.

Record: transaction in the balance → del cache database; at a critical action (output/large bet) - "recheck from DB."

Antigone: optimistic locking version of the balance sheet.

Payment status

Scenario: the user presses "update status."

Solution: cache-aside + negative TTL to "pending "/" unknown "2-5 s; PSP Webhook Update → Disability.

Bonuses/vager

Aggregates (progress in%): cache 10-30 s; disability due to 'bet _ placed/settled' event.


11) Game cases: a high-speed front without distortions of truth

Spin/betting history

Last N events: cache list with restriction (for example, 100), TTL 1-10 minutes, replenishment by the 'round _ finished' event.

You cannot show "win" until there is confirmation from the provider → the intermediate status is "pending."

Live games (WebSocket)

Short-term cache of recent messages/table status for 1-3 seconds for fast connected clients.

Segment state keys by 'tableId/market'.

Leaderboards

Precompute + cache for 10-60 s; for mass updates - batch updates and partial disability of "windows."


12) Risks and how to close them

Double charge/phantom wins: read-only from cache; all charges/credits - through DB and idempotence.

Old data → dispute with the player: short TTL, "strict reality" before payment, transparent statuses ("awaiting confirmation").

Split-brain cache cluster: quorum/sentinel, timeouts, refuse write-behind.

Cache stampede on hot keys: coalescing, jitter, stale-while-revalidate.

Cache injection/poisoning: strong keys, signatures/signature for cached API responses, canary checks.

Privacy/PII: channel encryption (mTLS), cache prohibition on edge for personal data, short TTL, logout cleaning.


13) Cache observability

Metrics per layer:
  • Hit/Miss ratio by key category; redis_ops/sec, latency p95/p99, evictions, memory_usage.
  • Canary keys: 'cache _ health: {segment}' - checks the share of negative cache and update time.
  • Logs: misses "in batches," frequent 'del' on one segment = a sign of a "noisy" service.
  • Trails: spans "cache get/set/del" with key tags (without PII).

14) Mini-architecture (reference)

1. Application (API/WS) → Redis cluster (TLS, auth).

2. Source of truth: Wallet DB (ledger), Game results store.

3. Event bus: 'wallet _ updated', 'bet _ settled', 'promo _ changed'.

4. Disabled: → 'del '/' set' hot key event subscriber.

5. Edge cache: public resources/leadership boards only.

6. Observability: cache dashboards, stampede alerts, negative hits.


15) TTL policies (sample matrix)

CategoryExample of a keyTTLDisability by event
Balance`wallet:{user}`1-5 s`wallet_updated`
Transaction status`txn:{id}:status`5-30 s`deposit_completed/failed`
History of spins`game:{table}:last_results`1-10 min`round_finished`
Leaderboard`leaderboard:{tour}:top100`10-60 s'score _ updated '(partial)
Game metadata`game:meta:{provider}`10-60 mindeploy/refresh
Promotional statuses`promo:{id}:status`10-30 s`promo_changed`

16) Sample Pseudo Code (Safe Balance Read)

python def get_balance(user_id):
key = f"wallet:{user_id}"
bal = cache. get(key)
if bal is not None:
return bal miss: take it from the database and put it with a short TTL + jitter bal = db. get_wallet_balance(user_id)
cache. set(key, bal, ttl=randint(1,5))
return bal

def apply_transaction(op_id, user_id, delta):
atomic entry in the database with idempotency if db. exists_op(op_id):
return db. get_result(op_id)
res = db. apply_ledger (op_id, user_id, delta) # cache transaction. delete (f "wallet: {user _ id}") # disability return res

17) Production readiness checklist

  • Clear delimitation: truth in the database, cache - for reads only.
  • Patterns: cache-aside for reads; write-behind is prohibited.
  • Event disability: 'wallet _ updated', 'bet _ settled', 'promo _ changed'.
  • Short TTL + jitter; negative-cache ≤ 3 с.
  • Anti-storm: coalescing, stale-while-revalidate.
  • Key segmentation by env/region/brand; cardinality limit.
  • Observability: hit/miss, evictions, p95, alerts on stampede/negative-spikes.
  • Edge cache for public data only; personal - only in Redis/TLS.
  • Runbook: what to do when out of sync (forced refresh, temporarily disabling the segment cache).
  • Regular tests: hot key load, stampede exercises.

Resume Summary

The cache in iGaming is a reading accelerator, not a "second database for money." Keep the truth in the ledger, ensure idempotence and event disability, keep short TTL and anti-storm mechanics, separate edge cache and personal data, monitor cache metrics. So you get a quick UX without the "illusion of winning," double charges and regulatory problems.

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