Integration Overview
The R-Live game platform is a B2B service that provides games to operators (casino sites) through an API. This page summarizes the integration components, terminology, and operating modes at a glance.
Components
An integration has three channels. The operator needs to implement two of them — ① calling the Operator API and ② receiving wallet callbacks — while ③ the game screen is provided by the platform.
┌──────────────────────┐ ① Operator API (HTTPS, signed) ┌──────────────────────┐
│ │ ─────────────────────────────────▶ │ │
│ Operator server │ POST /operator/v1/launch, etc. │ R-Live game platform │
│ (site backend) │ │ │
│ │ ◀───────────────────────────────── │ │
└──────────────────────┘ ② Wallet callback (HTTPS, signed) └──────────────────────┘
▲ POST {wallet_base_url}/debit, etc. ▲
│ │
│ Site pages ③ Game screen (new window / iframe)
│ navigate to launch_url, WebSocket
┌──────────┴───────────────────────────────────────────────────────────┴──┐
│ Player browser │
└─────────────────────────────────────────────────────────────────────────┘| Channel | Direction | Purpose | Docs |
|---|---|---|---|
| ① Operator API | Operator server → platform | Issue game launch URLs, list games and tables, query round and transaction history, force logout players, manage tables and dealers | Operator API |
| ② Wallet callbacks | Platform → operator server | Balance inquiry (balance), withdrawal (debit), deposit (credit), withdrawal cancellation (rollback) | Wallet Callbacks |
| ③ Game screen | Player browser ↔ platform | Lobby and game rendering, real-time play (WebSocket), live video | Game Launch Flow |
- The source of truth for player balances is the operator wallet (seamless wallet). The platform does not hold player money separately; it calls the wallet callbacks every time money moves.
- Game rules, shuffling, outcome determination, and settlement all take place on the platform server. The operator receives the results through wallet callbacks and the history API.
- The Operator API and wallet callbacks are server-to-server communication. Never keep API credentials in the browser — store them only on the operator server. The browser requests a game launch through the operator backend.
- The only server calls the platform makes to the operator are the four wallet callbacks. There are no separate webhooks or event pushes; history is queried through the Rounds and Transactions API.
Terminology
| Term | Description |
|---|---|
| Operator | A site that contracts with the platform to receive games. Identified by an operator code (e.g. acme), which is sent in the X-Operator header of every request. |
Player external_id | The player ID assigned by the operator (a string of 1–64 bytes). The platform identifies a player by the (operator, external_id) pair and creates a platform player ID (pl_…) on the first launch. This value is passed through unchanged in wallet callbacks as well. |
| Session | The platform session created when a player enters the game screen. One session is created each time a launch URL is used, and it lasts up to 12 hours. |
| Table session | In buy-in flow games, the period from taking a seat until standing up (tss_…). Buy-in, top-up, and cash-out wallet transactions are grouped by this unit. |
| Round | A single game (rnd_…). In bet flow games, bet and settlement wallet transactions are grouped by round. |
tx_id | The wallet transaction ID (tx_…). The platform generates it deterministically, so a retry of the same transaction arrives with the same tx_id. The operator must use this value for duplicate handling (idempotency). |
launch_token | A one-time token carried in the game launch URL. It can be used only once within 60 seconds, and because it is carried in the URL fragment (#token=…) it does not appear in server logs or the Referer header. |
| Prepaid credit | Credit that the operator tops up with the platform in advance under the prepaid operating mode. Each bet (debit) deducts that amount, and wins and cash-outs (credit) return that amount. |
ID formats, amount units, and time formats are described in Conventions.
Operating mode (credit_mode)
Each operator is assigned one of two operating modes at contract time. The current mode can be checked in the mode field of the GET /credit response.
| Item | prepaid (prepaid mode) | independent (independent mode) |
|---|---|---|
| Prepaid credit | Used. Prepaid credit is deducted before the bet debit | Not used |
| When prepaid credit runs short | Bets and seating are rejected without calling the wallet (player screen error OPERATOR_CREDIT_EXHAUSTED) | Not applicable |
| Debit failure / rollback | The deducted prepaid credit is restored | Not applicable |
| Credit (wins, cash-outs) | That amount is added to the prepaid credit | Not applicable |
| Creating dedicated tables | Not available | Available (games permitted by the platform) |
| Querying dealer card input records | Not available | Available |
| Private tables | Not available | Available (dedicated Live Hold'em tables) |
To be agreed
The operating mode, the prepaid credit top-up and settlement method, and the fee rate are agreed at contract time.
Available games
Games are divided into two kinds (kind) depending on who the player plays against.
Kind (kind) | Description | Example games |
|---|---|---|
table (P2P) | Games where players compete against each other. Rake (fee) is deducted from the hand result. | Texas Hold'em, Omaha, Live Hold'em, Matgo, Seotda |
round (banked) | Games played against the house. | Baccarat, Blackjack, Speed Hold'em, Red Dog |
The timing of wallet callbacks falls into two patterns, depending on how the game handles chips.
| Wallet flow | debit | credit | Games |
|---|---|---|---|
| Buy-in flow | buy_in when taking a seat, top_up when topping up chips | cash_out when standing up (once per table session) | All table games, Red Dog |
| Bet flow | bet for each bet (ante, double, split depending on the game) | settle once per player at round settlement (amount 0 on a loss) | Baccarat, Blackjack, Speed Hold'em |
In buy-in flow games, the wallet is not called for each hand while the player is seated at the table. See Wallet Callbacks for details.
Both live games (dealer video) and RNG games are available. Check which games are enabled for each operator with GET /games. For the full list of game codes, see Game Codes.
Next steps
- Integration Process and Environments — information you receive and information you provide, per-environment addresses
- Authentication and Signing — bidirectional HMAC signing
- Game Launch Flow — sending players to the game screen
- Wallet Callbacks — implementing balance, debit, credit, and rollback
- Integration Checklist — checks before go-live