GH GambleHub

Content supply chains

(Section: Ecosystem and Network)

1) Definition and objectives

Content Supply Chain (CSC) - a controlled stream of artifacts (games, lobbies, banners, tournaments, RTP profiles, jackpots, audio/video/assets, game rules, promo scripts) from a studio → aggregator → distributor/operator → an extreme client through CDN infrastructure, gateways and configuration data.

Objectives:
  • Availability and quality (SLO by download time, errors, client compatibility).
  • Legal correctness (licenses, certification, geo/age restrictions).
  • Output speed (time-to-market releases, predictable delivery windows).
  • Observability and auditing (full lineage of artifacts, metrics, finance and rights).

2) Roles and responsibilities

Studios (Content Producers): sources, mechanics/mathematics, assemblies, metadata, QA, certification.
Content Hubs: API/SDK unification, directories, versions, routing, consistent telemetry.
Distributors/Operators: integration, localization, payment/responsible games features, A/B, compliance.
CDN/Edge: caching, media/scripts, anti-brute/anti-bot, geo-constraints.
Regulator/Laboratories: RNG certification, RTP protocols, test logs.
Governance/Licensing: contracts, rights, release windows, IP sanction lists.

3) Layers of content and artifacts

1. Game code and configs (JS/WASM/Native, manifest. json, RTP/tables, pay-rules).
2. Media (sprites, video, audio, localized texts/fonts).
3. Integration adapters (SDK, wallet/bonus API, session, reality-check).
4. Marketing data (icons, banners, descriptions, categories, age).
5. Certificates/reports (foreheads, jurisdiction packs).
6. Tournament/jackpot modules (network pools, limits, rules).

Each layer is versioned and bound through catalog_id and content_hash.

4) Contracts and formats (canonization)

API contracts: launch, session, balance/wallet, spin/bet/result, promo hooks, reality-check, RG limits.
Telemetry events: 'game. session. started`, `spin. result`, `jackpot. hit`, `error. client`, `error. sdk`.

Game Manifesto (YAML):
yaml game:
id: "studio. myth. slot. egypt_01"
version: "1. 3. 4"
sdk: { min: "2. 6. 0", tested: ["2. 6. 0","2. 6. 1"] }
assets:
js:  "sha256:.../game. min. js"
wasm: "sha256:.../engine. wasm"
media: ["sha256:.../sprites. atlas","sha256:.../intro. mp4"]
locales: ["en","es","tr","ru","pt-BR"]
rtp_declared: 0. 964 math_profile: "sha256:.../paytable. json"
features: ["free_spins","buy_bonus"]
compliance: { age_rating: "18+", rng_cert: "GLI-11-2025", regions: ["EU","UK","TR"] }
drm: { allow_iframe: true, referrer_policy: "strict-origin-when-cross-origin" }

5) Versioning and compatibility

SemVer for games/SDK. MINOR/PATCH - backward, MAJOR - via parallel adapters.

Deprecation-policy: windows ≥ 90 days; autodetect of old customers; hybrid mode "two versions."

Contract-tests: OpenAPI/IDL CI, schema-linters for events/manifests.
Compat-matrix: game × SDK × browser × region × CDN policies.

6) Localization and compliance with markets

i18n: keys, plural rules, fallback chain; without text on images (as required by the brand).
Yurpakets: prohibition of functions (buy-bonus), changed RTP parameters, age overlays.
Accessibility: subtitles, color-contrast, keyboard navigation.
Geo-policies: allowed languages/currencies, warnings/RG timers.

7) Release Flow

Path: → studio (artifact registry) → aggregator (verification, certification, smoke/soak) → CDN staging → canary from → GA operators.

Control stages:
  • Static checks (SCA, licenses, bundle size, CSP/headers).
  • Runtime checks (light E2E, latency/error-budget, memory).
  • Jurisdiction gates (regional rules, ficheflags).
  • Rollback plan (return to N-1 without breaking the session).

Release windows: weekdays 9: 00-15: 00 cluster region; freeze before major events.

8) Delivery and caching

CDN multi-region: immutable hash URL, short HTML TTL, long media TTL, signed URLs.
Edge logic: device hints, AVIF/WebP, Brotli/Gzip, range video downloads.
Preload/Prefetch key assets; negative cache for 404/403.
Offline/Resilience: graceful degradation (low assets, protected mode without purchases).
Anti-scrape/bots: rate-limits, JA3/FP signals, puzzle challenges for suspicious.

9) Observability, SLI/SLO and QoS

SLI core:
  • TTI/TTL p95 (time-to-interactive/load),
  • Client Error Rate (JS/WASM/SDK),
  • Asset Fetch Success%, CDN Hit Ratio,
  • Spin Round-Trip p95, Session Drop%,
  • Compat Pass%
  • Compliance Pass%.
SLO benchmarks:
  • TTI p95 ≤ 2. 5s (Wi-Fi), ≤ 4. 0s (mobile),
  • Client error rate ≤ 0. 4%, Asset fetch success ≥ 99. 8%,
  • CDN hit ≥ 90%, Spin RTT p95 ≤ 300ms (regional),
  • Compat Pass ≥ 99. 5%, Compliance ≥ 99. 9%.
QoS classes:
  • P0 (start/wallet/bet/total), P1 (media/UI assets), P2 (diagnostics/debugging).

10) Catalogs and dependencies (data)

Content Catalog (SQL):
sql
CREATE TABLE content_catalog (
game_id TEXT,
version TEXT,
region TEXT,
status TEXT,     -- staging    canary    ga    deprecated sdk_min TEXT,
asset_root TEXT,   -- CDN prefix content_hash TEXT,  -- Merkle root/sha256 rtp_declared NUMERIC,
rng_cert TEXT,
features JSONB,
PRIMARY KEY (game_id, version, region)
);

CREATE TABLE content_dependencies (
game_id TEXT, version TEXT,
dep_kind TEXT,     -- media    sdk    jackpot    promo    lab-cert dep_ref TEXT,     -- id/version/hash required BOOL DEFAULT true
);
Certification/Restriction Register:
sql
CREATE TABLE compliance_rules (
region TEXT, game_id TEXT, version TEXT,
rule TEXT, value JSONB,  -- e. g., {"buy_bonus": false}
effective_from TIMESTAMPTZ
);

11) Finance and settlements (reporting)

Usage metrics: sessions, spins, duration, concurrency.
Revenue share/royalty: studio/aggregator/operator shares; adjustments by region.
Bonuses/compensations: free-spin packages, promotional loans, clearing mechanisms.
Acts/reports: reconciliation on finalized events, idempotency keys, FX courses on 'observed _ at'.

Example of an aggregate:
sql
SELECT game_id, region, date_trunc('day', ts) AS d,
COUNT() FILTER (WHERE event='spin') AS spins,
SUM(bet_amount) AS gtv, SUM(win_amount) AS payouts,
SUM(revenue_share_operator) AS rev_op,
SUM(revenue_share_studio)  AS rev_studio
FROM telemetry_events
WHERE finalized = true
GROUP BY game_id, region, d;

12) Security and rights

Signatures of artifacts (sigstore, cosign), supply-chain attempts (SLSA-levels).
mTLS between hubs/operators; CSP/Referrer-Policy at the front.
DRM/anti-tamper: integrity checks, obfuscation/anti-debug, domain allow lists.
PII minimization: no user data in telemetry; tokenization.

13) Change management and phicheflags

Feature Gates by Region/Operator/SDK Version.
Rollout profiles:% traffic/player segments/time windows.
Kill-Switch on client/edge: instant blocking of the problematic version.
Canary & Soak: minimum 2 hours/region to GA; automatic SLO gates.

14) Testing and quality

Unit/Math: validation of RTP/pay tables, scene generators.
Compatibility: browser/device farm, low-bandwidth profiles.
Load/Resilience: CDN storms, rate-limit, slow storage, disconnection of external providers.
Security: SAST/DAST, CSP violations, dependency scan.
Jurisdiction: automatic checklists by market (TR/UK/EU/LA/APAC).

15) Dashboards

Content Ops: TTI/TTL, client errors, CDN hit, asset weight, compat pass.
Release Control: canary status, rollbacks, SLO gates.
Revenue Lens: GTV, take rate, ARPPU/LTV (no PII), royalty by studio.
Compliance: active restrictions, CSP violations, expiring certificates.
Quality: crash-free rate, memory leaks, FPS (for heavy games).

16) Playbook incidents

A. Increase in customer errors (JS/WASM)

1. Enable Kill-Switch for the problematic version; 2) rollback to N-1;

2. collect trace/stack, 4) hotfix, 5) post-mortem and test cases.

B. CDN hit ratio drop

1. Check TTL/asset options; 2) enable prewarm;

2. optimize bundle size; 4) temporary degradation of media quality.

C. Jurisdiction violation (market rule)

1. Immediate region block; 2) redaction assets/feature;

2. Notify Compliance/Operators 4) audit and update of checklists.

D. SDK incompatibility

1. Auto-detection, transfer traffic to a compatible version;

2. Enable the adapter 3) create a ticket to the studio/aggregator; 4) compatibility matrix - update.

E. Failure of jackpot/tournament services

1. Transfer to local/backup pool with limits;

2. freeze promo; 3) compensatory operations; 4) public report.

17) Configurations (YAML)

Release/Rollback Policy

yaml release:
windows: ["Mon-Fri 09:00-15:00 regional"]
canary: { share_pct: 5, duration_min: 120, slo_gates: { tti_p95_ms: 2500, error_rate_pct: 0. 4 } }
rollback: { auto_on: ["slo_breach","crash_rate>0. 6"], target: "previous_ga" }

Cache/CDN

yaml cdn:
ttl:
html: "60s"
js_css: "7d"
media: "30d"
headers:
csp: "default-src 'self'; img-src data: https:; media-src https:; frame-ancestors 'none'"
signed_urls: true compression: ["br","gzip"]

Ficheflags/Markets

yaml features:
buy_bonus: { eu: false, uk: true, tr: true }
autoplay: { eu: false, uk: false, tr: true }

18) Implementation: checklist

1. Enter the canonical game manifests and dependency directory.
2. Set up CI/CD with contract tests, certification gates and canary.
3. Enable CDN strategy: hash URL, TTL, signed URLs, edge policies.
4. Define SLI/SLO and QoS; launch the Content/Release/Compliance dashboards.
5. Set up feature/regional rules and kill-switch.
6. Enable telemetry (events/trails) and revenue share reporting.
7. Conduct chaos tests: CDN failures, high RTT, shutdown jackpot/promos.
8. Regularly review SDK/browser compatibility, asset weight, and certifications.

19) Glossary

CSC is a content supply chain.
Manifest - game/assets/compatibility/rights descriptor.
TTI/TTL - time to interactivity/full download.
CDN hit ratio - the proportion of requests served from the cache.
RTP - theoretical return to the player.
SLSA - software supply chain security levels.

Bottom line: A managed content supply chain turns a "playset" into a reliable, measurable and complimentary stream of artifacts ready to be launched quickly and safely in all target markets. Standardized manifests, strict SLOs, observability and release control ensure stable UX, and legal and financial traceability ensure the trust of ecosystem participants.

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