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Tournament and Mission Module: Events, Ratings, Awards

1) Business objectives and activity types

Goals: Hold growth (D1/D7), ARPPU, increase session depth, promote new games and markets.

Formats:
  • Tournaments: by the amount of points/wins/multipliers, sprints (30-60 minutes), daytime, seasonal.
  • Missions/quests: task sequences (play N spins, win X, try Y provider), with progress and stage rewards.
  • Leaderboards: global, by markets/games/bets, private (friends/VIP).
  • Jackpots/studio ratings: "top providers of the week," "hunt for a multiplier."

KPI: participation ≥ 12-25% of the active audience, share of income from promo 10-20%, complaints <0. 5% of participants, prize pool ≤ plan issued.


2) Architecture and data flows

Components

1. Events Gateway → reception of game events (spin, bet, win, round_end) from game-gateway/providers.

2. Rules Engine → matches events on the rules of tournaments/missions, awards points (idempotent).

3. Leaderboard Service → aggregates points, stores tops/slices, supports sorting and tie-breaks.

4. Progress Service (missions) → status of tasks/stages, issuance of interim awards.

5. Rewards Service → settlement and safe payment (via wallet: cash/bonus/fs/points).

6. Admin/Studio UI → creation, planning, economy preview, simulations.

7. Realtime/WS → publication of leadership board updates, progress, notifications.

8. Anti-Abuse → limits, risk signals, integration with anti-fraud/bot manager.

9. Storage/Cache → KV/Redis for hot tops, OLTP for facts, DWH for analytics.

Stream (e2e)

`game_event → gateway → rules_match → points → leaderboard_update → (progress_update) → notify → rewards_at_close → wallet_postings`


3) Event model (minimum fields)

json
{
"event_id": "e_9f2",  "ts": "2025-10-23T17:41:26Z",  "user_id": "u_123",  "market": "DE",  "brand": "X",  "game": {"id":"g_77", "provider":"PragmaticPlay", "type":"slot"},  "bet": {"amount_minor": 100, "currency":"EUR"},  "win": {"amount_minor": 250, "multiplier":2. 5},  "round": {"id":"r_abc","status":"ended"},  "device": {"platform":"mobile","asn":"mno"},  "trace_id": "t_…"
}

Transport - Kafka/HTTP, idempotent processing (dedupe by 'event _ id'), provider/game gateway signature (HMAC).


4) Tournament rules and task designer

Declarative scheme (YAML example):
yaml id: t_october_sprint window: {start: 2025-10-25T18:00Z, end: 2025-10-25T19:00Z, tz: Europe/Kyiv}
scope:
markets: [DE, SE]
providers: [PragmaticPlay, Hacksaw]
scoring:
formula: "points = min(win. amount/bet. amount, 50) 100" # multiplied by min_bet_minor: 50 eligible_games: ["g _"]
leaderboard:
type: "best_n_rounds" # summarize the best N rounds n: 20 tiebreaker: ["highest _ single _ multiplier,"" earliest _ finish _ ts"]
rewards:
pool: {currency: EUR, total_minor: 1000000}
distribution: "ladder" # ladder, top 100 anti_abuse:
min_round_duration_ms: 800 max_rps_per_user: 0. 5 exclude_asn_categories: ["hosting", "proxy"]
Missions (DSL):
yaml mission_id: m_halloween steps:
- id: s1 goal: {type: "spin_count", game_type: "slot", count: 50}
reward: {type: "freespins", value: 10, game: "g_66"}
- id: s2 goal: {type: "win_multiplier", min: 10}
reward: {type:"bonus", amount_minor: 500}
completion_reward: {type: "points", amount: 1000}

5) Ratings and calculation algorithms

Main models

Total points: linear/logarithmic/with a cap per round.

Best N rounds: lowers pay-to-grind, keeps sprint momentum.

Maximum multiplier (xWin): normalizes currencies and rates.

MMR/rating system: ELO-like for PvP/friendly competition tables.

Tie-breaks

1. 'highest _ single _ multiplier' → 2) 'fewest _ rounds' → 3) 'earliest _ finish _ ts' → 4) 'user _ id' lexicographically (fixed in rules).

Performance

Store the top K (for example, 10k) in the Redis Sorted Set 'ZADD key score member'.

For "best N rounds": keep the min-heap of the latest best N per user and amount, update on the fly.

Periodically snapshot (every 30-60 s) in OLTP/object.


6) Rewards and payments

Award types: cash/bonus/free spins/points/items/tickets.

Rules:
  • Issue only after finalization (appeal window 5-10 minutes).
  • All payments are through Rewards Service → Wallet (ledger): double-entry, idempotence by 'reward _ id'.
  • For intermediate stages of missions - the issuance of "soft" awards (FS/points), cash - at the end of the chain.
  • CCM/responsible game: when blocking an account, hold/freeze the prize until verified.
Distribution schemes:
  • Fixed ladder: predefined steps (1st place 30%, 2nd 20%,...).
  • Proportional: a share of the pool in points, but with a cap on the spot.
  • Ticket-based: Missions give "tickets," drawing on tickets (transparent RNG).

7) Anti-abuse, honesty and compliance

Eligibility filters: min bet/round duration, exclusion of "0-bet," repeated re-cracks, "micro bets" in the pipeline.

Bot signals: headless-UA, abnormal frequency, abnormally stable RPS, proxy ASN → hidden challenges/freezing glasses.

Dedup/idempotency: events by 'event _ id', accruals by 'score _ id'.

Audit trail: leaderboard shots, seed RNG (for ticket draw), rule version, calculation hash.

Legal: rules/restrictions on markets, age, self-exclusion.


8) Tournament economics

Budget guardrails: upper limit of the pool + dynamic "safety valve" (reduction of intermediate bonuses when overheating).

Elasticity: Shifting rewards into points/FS instead of cash to hold margin.

Payback ratios: prize pool/receipts from the tournament games segment; target 8-15%.

Simulator in the admin panel: run of historical events → forecast of payments/participation.


9) API contracts (simplified)

Get active tournaments/missions

http
GET /v1/contests? market=DE&brand=X
→ 200 [{"id":"t_october_sprint","start":"…","end":"…","type":"xwin","status":"live"}]

Game Event (ingest)

http
POST /v1/events
{"event_id":"e_9f2", "...": "..."}
→ 202 {"accepted":true}

Leadboard (top K and user position)

http
GET /v1/leaderboards/t_october_sprint? top=100&me=u_123
→ 200 {"top":[{"pos":1,"user":"u_9","score":18400},...],    "me":{"pos":342,"score":5600,"delta":+200}}

Mission progress and reward

http
GET /v1/missions/m_halloween/progress? user=u_123
→ 200 {"steps":[{"id":"s1","done":true},{"id":"s2","done":false}],"reward_ready":true}

POST /v1/rewards/claim
{"context":"mission","id":"m_halloween","step":"s1"}
→ 201 {"status":"granted","reward_id":"rw_77"}

10) Storage and scaling

Hot way: Redis (Sorted Sets/Hash) for tops and progress; TTL for "noisy" keys, sharding by 'contest _ id'.

True: OLTP (Postgres/MySQL) - points/progress/payout facts (WORM snapshots).

Queues: Kafka - event flow; Consumer groups by region/brand.

Caches: short TTL 1-5 s; stale-while-revalidate for public tops (via CDN).

WebSocket: a separate cluster/pool for realtime, batch mailing and rate-limit messages.


11) Observability and quality control

SLI/SLO:
  • `leaderboard_update_latency_p95 ≤ 250мс`
  • `events_ingest_success ≥ 99. 9%`
  • `rewards_grant_success ≥ 99. 9%`
  • `ws_push_rtt_p95 ≤ 120мс`
  • complaints of injustice <0. 5% of participants.
Metrics:
  • rate of events/participants, unique players, distribution by bet/games, average multiplier; 'grant _ errors', 'dedupe _ hits'.
  • Trails: ingest → rules → score → LB update → reward; 'contest _ id ', 'rule _ id' tags.
  • Logs: JSON with 'trace _ id', PII ban; WORM for audit.

12) Incidents and runbook 'and (abbreviated)

A. Leader board lag (lag> 2s)

Actions: increase Kafka consumers, reduce the party "hot key" (repartition), enable batching update.

Temporary: freeze realtime animations, show "~ 1-2s delay."

B. Awards errors

Actions: stop new 'grant', check with the snapshot, replay 'grant' idempotently; status update in the lobby.

C. Abuse spike (proxy ASN)

Actions: strengthen eligibility, enable invisible challenge, temporarily ignore points to dubious sessions, post-verification.


13) UX and localization

Real time: "live" indicator, smooth deltas of points, position and distance to the next place.

Transparent rules: access to formula/tiebreakers/restrictions.

Notifications: "5 minutes left," "you are in the top 50," "reward is available."

Localization/legal texts: by market, time zones (Europe/Kyiv and participants' locales).


14) Security and privacy

Player aliases on public tops; Hide PII by default.

Signatures of webhooks/events, mTLS; protection against "cache poison" on the edge.

Rate-limit API, cache basting protection, 'idempotency _ key' control.

GDPR: event retention, right to delete (anonymize) without damaging the audit.


15) Testing and simulations

Replay of historical events for validation of rules and economics.

Load: bursts 30-120 s before the start; soak 2-4 hours.

Property-based: invariants ("the amount of awards issued ≤ the budget," "tie-break determined").

A/B: different scoring formulas, ladder depth, mission format.


16) Production readiness checklist

  • Declarative rules (versions, signatures), economy simulator.
  • Idempotency: 'event _ id', 'score _ id', 'reward _ id'; Inbox/Outbox.
  • Tie-breaks are fixed in rules, sorting determinism.
  • Leaderboards: top K in Redis + snapshots; anti-storm (jitter, coalescing).
  • Anti-abuse: eligibility, bots/ASN, velocity limits.
  • Rewards → Wallet via double-entry; KYC check before cash.
  • Observability: SLI/SLO, dashboards, alerts; WORM audit.
  • DR/Failover: multi-AZ, backups/restore, "freeze & finalize" script.
  • Localization, licenses, public rules, and consent.
  • Runbook 'and on lag/errors grant/burst bots, communication patterns.

Resume Summary

The successful module of tournaments and missions is event bus + deterministic rules + fast leaderboards + safe payouts. Add strict tiebreaks, anti-abuse, economics simulator and SLO observability, keep all operations idempotent and auditable - and you get a tool that grows engagement and revenue without arguing with players, regulators and support team.

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