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Editorial Team
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Editorial Team
Asked: May 18, 20262026-05-18T19:42:46+00:00 2026-05-18T19:42:46+00:00

I’m developing a tournament version of a game where I expect 1000+ simultaneous players.

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I’m developing a tournament version of a game where I expect 1000+ simultaneous players. When the tournament begins, players will be eliminated quite fast (possibly more than 5 per second), but the process will slow down as the tournament progresses. Depending when a player is eliminated from the tournament a certain amount of points is awarded. For example a player who drops first, gets nothing, while player who is 500th, receives 1 point and the first place winner receives say 200 points. Now I’d like to award and display the amount of points right away after a player has been eliminated.

The problem is that when I push a new row into a datastore after a player has been eliminated, the row entity has to be in a separate entity group so I would not hit the gae datastore limit of 1-5 writes per second for 1 entity group. Also I need to be able to read and write a count of rows consistently so I can determine the prize correctly for all the players that get eliminated.

What would be the best way to implement the datamodel to support this?

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  1. Editorial Team
    Editorial Team
    2026-05-18T19:42:46+00:00Added an answer on May 18, 2026 at 7:42 pm

    Since there’s a limited number of players, contention issues over a few a second are not likely to be sustained for very long, so you have two options:

    1. Simply ignore the issue. Clusters of eliminations will occur, but as long as it’s not a sustained situation, the retry mechanics for transactions will ensure they all get executed.
    2. When someone goes out, record this independently, and update the tournament status, assigning ranks, asynchronously. This means you can’t inform them of their rank immediately, but rather need to make an asynchronous reply or have them poll for it.

    I would suggest the former, frankly: Even if half your 1000 person tournament went out in the first 5 minutes – a preposterously unlikely event – you’re still looking at less than 2 eliminations per second. In reality, any spikes will be smaller and shorter-lived than that.

    One thing to bear in mind is that due to how transaction retries work, transactions on the same entity group that occur together will be resolved in semi-random order – that is, it’s not a strict FIFO queue. If you require that, you’ll have to enforce it yourself, though that’s a far from trivial thing to do in a distributed system of any sort.

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