Message Queue Architecture for Online Bet Settlement Timing

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Solution Overview

Problem

Current online gaming systems face inefficiencies due to network disruptions and delays in data packet transmission between front-end and back-end servers, leading to increased network congestion and processing delays, especially during high-demand events.

Innovation Solution

Implementing a message-driven system where front-end servers publish online gaming messages onto a message data stream, and back-end servers periodically poll and consume these messages, ensuring timely and sequenced processing through producer and consumer engines.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If HTTP data packet transmission is used between front-end and back-end servers, then communication is achieved, but network disruptions and delays occur during high-demand events

Engineering Contradiction:
Improvedata transmission reliabilityVSAvoiddata packet transmission delay
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

A message queue system acts as an intermediary between front-end and back-end servers. The message queue receives data packets from front-end servers, buffers them temporarily, and delivers them to back-end servers in a controlled manner, preventing direct network disruptions from causing transmission delays or losses.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system performs preliminary actions by pre-processing and validating data packets at the message queue level before they reach back-end servers. This includes preliminary error handling, data formatting, and priority classification, which prevents delays downstream and ensures timely processing even during high-demand events.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If data packets are resent due to transmission failures, then data integrity is maintained, but network congestion and processing delays increase

Engineering Contradiction:
Improvedata integrityVSAvoidsystem processing throughput
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The message queue system implements feedback mechanisms where back-end servers send acknowledgment messages to front-end servers upon successful data receipt. This feedback loop eliminates the need for redundant resending by confirming delivery, while the queue itself provides feedback on processing status to enable better resource allocation and reduce overall system congestion.

Inventive Principle:
Principle #23Feedback

3Productivity

If multiple data packets are processed out of sequence during network disruptions, then system responsiveness is maintained, but processing accuracy decreases

Engineering Contradiction:
Improvesystem responsivenessVSAvoidprocessing sequence accuracy
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The message queue system segments data packets into distinct, identifiable messages with unique identifiers and timestamps. Each message is processed independently but maintains its original sequence through metadata tracking, allowing the system to handle multiple packets concurrently while preserving accurate processing order through structured message attributes.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS20250356726A1Message driven gaming systems and processes
Publication Date: 2025.11.20 DK CROWN HOLDINGS INC
  • US20250356726A1 patent drawing
  • US20250356726A1 patent drawing
  • US20250356726A1 patent drawing

AI summary

Message driven gaming systems and processes are described. For an implementation, a process may include executing, by a processor in a front-end server for a message driven gaming system, non-transient computer instructions which instantiate a producer engine. The message driven gaming system may include at least one back-end server. The producer engine configures the front-end server to communicate messages to the at least back-end server by: receiving first data corresponding to an online bet; generating, based on the first data, a first on-line gaming message; and publishing the first on-line gaming message onto a first message data stream. The back-end server periodically polls the first message data stream, and determines that the first on-line gaming message is available on the first message data stream for consumption by the back-end server. The message may include a settlement message for a bet placed by a user of the on-line gaming system.