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Failed Game Webhooks: Redis and AWS SQS Retry Queue Choices Explained
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Failed Game Webhooks: Redis and AWS SQS Retry Queue Choices Explained

DEV Community: redis·MitchellCross2134·4 days ago
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#devtoredis#devto#dev#delivery#retry
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Short answer: Use Redis when you need application-controlled retry timing and can own recovery; use AWS SQS when managed visibility and redelivery semantics reduce operational work. In both cases, failed game webhooks need idempotency keys because a timeout can follow an accepted request.

A failed game webhook should be retried, but a retry queue cannot make an outbound request exactly once. The useful design is to make delivery at least once, make the receiver idempotent, and choose a retry window that fits the latency players can tolerate. Redis can provide a fast, operator-controlled queue. Amazon SQS can provide durable queue semantics with managed visibility timeouts.…

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