Game Management System (GMS)

Introduction

The Game Management System (GMS) is the central component of the online casino platform responsible for importing, storing, configuring and publishing gaming products. GMS provides a single place to manage metadata, payout rules, and the lifecycle of each game module.

1. Main functions of GMS

1. Cataloging games

Import metadata: name, provider, genre, language, currencies.
Versioning - Keep a history of changes and roll back.
2. Game parameters configuration

RTP (Return To Player) and volatility: Set up return percentages and win distributions.
Betting limits: minimum/maximum bet, daily limits by player or segment.
3. Publishing and Deployment

Access control: enable/disable games in individual regions or for groups of players.
Feature flags: phased release of new machines through feature flags.
4. Monitoring and analytics

KPI collection for each slot: number of spins, GGR, average rate, sessions.
Integration with real-time monitoring systems (Prometheus, ELK).
5. API and integrations

REST/gRPC API for frontend and microservices (endpoints '/games', '/games/{ id }/config ').
Webhook notifications of configuration changes for game engines.

2. GMS Architecture

```mermaid
flowchart LR
subgraph Import
FTP/API [Game Providers] -->JSON/XMLIngestService
end
subgraph Storage
IngestService --> MetaDB [(Metadata DB)]
IngestService --> AssetStorage[(CDN/Blob)]
end
subgraph Management
AdminUI [Admin Panel] -->CRUDGameService
GameService --> MetaDB
GameService --> FeatureFlagService
end
subgraph Publish
GameService -->DeployDeploymentService[Kubernetes]
FeatureFlagService -->ToggleDeploymentService
end
subgraph API
Frontend -->GET /gamesAPIGateway
APIGateway --> GameService
end
subgraph Monitoring
GameService -->metricsPrometheus
Prometheus --> Grafana
end
```

3. Import and normalize metadata

Supplier formats: JSON, XML, CSV; support for version schemes.
Field normalization: mapping provider keys to a single template ('gameId', 'name', 'category', 'provider', 'rmp').
Validation: check of mandatory fields, RTP scheme, currency admissibility.

4. Game Configuration Management

1. RTP and Volatility

It is stored in the format of probability distribution by winnings.
The ability to "hot" change through the API without restarting the engine.
2. Bonus Feature Frequency

Bonus intervals, multipliers, free spins.
Setup in the admin panel with a visual probability graph.
3. Limits and privileges

Personal limits: VIP players may have other limits.
Group rules: regional or promotional restrictions.

5. Publishing and Release Management

Feature flags

Canary releases: Inclusion of new games for 1% of traffic.
Rollback at flag level without deploy.
Geographic segmentation

Working through IP/region rule: 'region = EU', 'region = NA'.
Automatically disables games when licenses change.

6. API GMS

GET /games

Parameters: 'status', 'provider', 'region', 'version'.
Answer: a list of games with configured parameters.
POST /games/{id}/config

Change RTP, limits, flags.
Requires the 'admin' role and is logged.
Webhooks

Events: 'game. updated`, `game. published`, `game. disabled`.
Payload: `gameId`, `timestamp`, `changes`.

7. Monitoring and alerts

KPI metrics

`game. spin. count`, `game. ggr`, `game. avgBet`, `game. session. count`.
Export to Prometheus with labels' gameId ',' provider ',' region '.
The Alerts

A sharp jump in game download failures (> 1%), a 20% drop in GGR per hour.
Integration with PagerDuty and Slack for notifications.

8. Scalability and fault tolerance

Horizontal Auto-scaling

Kubernetes HPA for API load and Ingest service.
Caching

Redis for frequently requested game configurations.
Catalog replication

Geo-replication MetaDB for quick access from different data centers.

9. Security and access control

RBAC

Роли: `viewer`, `editor`, `admin`.
Read, edit, and publish permissions.
Audit trail

Storing the history of all operations in a separate table 'game _ changes'.
Ability to restore previous configuration.

Conclusion

A game management system (GMS) is a set of services for centralized import, configuration, publication and monitoring of game modules. A well-structured process from metadata normalization to automatic release of new versions and flexible RTP settings provides operators with complete control over the range and quality of the games offered.