Building a Mobile Auction App with WebSocket and Anti-Sniping Protection

TRUETECH is engaged in the development, support and maintenance of iOS, Android, PWA mobile applications. We have extensive experience and expertise in publishing mobile applications in popular markets like Google Play, App Store, Amazon, AppGallery and others.

Development and support of all types of mobile applications:

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News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
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These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Building a Mobile Auction App with WebSocket and Anti-Sniping Protection
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from 2 weeks to 3 months
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We develop auction applications where every millisecond of latency means a lost lot. Imagine: 30 seconds left on a rare item, and suddenly the server hangs for 2 seconds — the user loses their chance. We handle such scenarios with WebSocket architecture and optimistic locking. Below, we cover key technical decisions: WebSocket with auto-reconnection, race condition handling, auto-bidding (proxy bidding), and anti-sniping.

An auction app is more than a catalog. Its heart is real-time, where data consistency is critical. Without proper versioning and business logic, users see stale prices and lose bids. Here’s a proven architecture that handles thousands of concurrent connections.

How to Build a Mobile Auction App from Scratch

We start by choosing the transport and sync protocol. We use WebSocket (RFC 6455) and optimistic locking at the database level. We define events: BID_PLACED, AUCTION_EXTENDED, AUCTION_ENDED, YOU_WON, YOU_WERE_OUTBID. Each event contains the lot version for consistency checks.

Why WebSocket, Not Polling?

Polling is unacceptable for auctions: 5-10 second HTTP delays cause lost bids. WebSocket with reconnection is the standard, delivering <100 ms latency — 50-100 times faster than polling, critical for high-activity auctions.

Method Latency Reliability
Polling (HTTP) 5-10 seconds Medium — frequent requests overload server
WebSocket <100 ms High — automatic reconnection

Implementation on Swift and Kotlin:

Swift WebSocket (URLSessionWebSocketTask)
// iOS: WebSocket via URLSessionWebSocketTask
class AuctionWebSocket {
    private var webSocketTask: URLSessionWebSocketTask?
    private var reconnectTimer: Timer?

    func connect(auctionId: String) {
        let url = URL(string: "wss://api.yourauction.com/auctions/\(auctionId)/live")!
        webSocketTask = URLSession.shared.webSocketTask(with: url)
        webSocketTask?.resume()
        receive()
    }

    private func receive() {
        webSocketTask?.receive { [weak self] result in
            switch result {
            case .success(let message):
                if case .string(let text) = message {
                    self?.handleMessage(text)
                }
                self?.receive()
            case .failure:
                self?.scheduleReconnect()
            }
        }
    }

    private func scheduleReconnect() {
        reconnectTimer?.invalidate()
        reconnectTimer = Timer.scheduledTimer(withTimeInterval: 3.0, repeats: false) { [weak self] _ in
            self?.connect(auctionId: self?.currentAuctionId ?? "")
        }
    }
}
Kotlin WebSocket (OkHttp)
// Android: OkHttp WebSocket
class AuctionWebSocketManager(
    private val client: OkHttpClient,
    private val scope: CoroutineScope
) {
    private val _events = MutableSharedFlow<AuctionEvent>()
    val events: SharedFlow<AuctionEvent> = _events.asSharedFlow()

    fun connect(auctionId: String) {
        val request = Request.Builder()
            .url("wss://api.yourauction.com/auctions/$auctionId/live")
            .build()

        client.newWebSocket(request, object : WebSocketListener() {
            override fun onMessage(webSocket: WebSocket, text: String) {
                scope.launch {
                    val event = json.decodeFromString<AuctionEvent>(text)
                    _events.emit(event)
                }
            }

            override fun onFailure(webSocket: WebSocket, t: Throwable, response: Response?) {
                scope.launch {
                    delay(3000)
                    connect(auctionId)
                }
            }
        })
    }
}

How to Avoid Race Conditions with Simultaneous Bids?

The toughest business logic: two users bid at the same time. Example:

  1. Current bid: $1000
  2. User A sees $1000, bids $1100
  3. User B sees $1000, bids $1050
  4. Both bids hit the server at once

The right solution is optimistic locking with lot versioning. It outperforms pessimistic locking because it doesn't lock the row on reads, allowing high throughput. The server checks the lot version before updating:

def place_bid(user_id: str, lot_id: str, amount: Decimal, expected_version: int) -> BidResult:
    with db.transaction():
        lot = db.select_for_update(f"SELECT * FROM lots WHERE id = %s", lot_id)

        if lot.version != expected_version:
            return BidResult(
                success=False,
                reason="LOT_UPDATED",
                current_bid=lot.current_bid,
                new_version=lot.version
            )

        if amount <= lot.current_bid:
            return BidResult(
                success=False,
                reason="BID_TOO_LOW",
                current_bid=lot.current_bid,
                new_version=lot.version
            )

        db.execute(
            "UPDATE lots SET current_bid=%s, current_bidder=%s, version=version+1 WHERE id=%s",
            (amount, user_id, lot_id)
        )
        db.execute(
            "INSERT INTO bids (lot_id, user_id, amount) VALUES (%s, %s, %s)",
            (lot_id, user_id, amount)
        )

        broadcast_to_websockets(lot_id, {
            "type": "BID_PLACED",
            "amount": str(amount),
            "bidder": mask_username(user_id),
            "version": lot.version + 1
        })

        return BidResult(success=True, new_version=lot.version + 1)

On LOT_UPDATED, the client receives the current bid and can prompt the user to place a new one with the updated price. This avoids double charges and incorrect balances.

How Does Auto-Bidding Work?

Users set a maximum bid amount. The system automatically raises their bid in response to competitor bids — up to the set limit.

def process_autobid(lot_id: str, new_bid_amount: Decimal, new_bidder_id: str):
    """Check auto-bids after each new bid"""
    autobids = db.get_active_autobids(lot_id, exclude_user=new_bidder_id)

    for autobid in sorted(autobids, key=lambda x: x.max_amount, reverse=True):
        counter_amount = new_bid_amount + lot.bid_step

        if counter_amount <= autobid.max_amount:
            # Automatically bid on behalf of the auto-bidder
            place_bid(autobid.user_id, lot_id, counter_amount, lot.version)
            break

Auto-bidding can cause conflicts with users, so a detailed history is vital: "Your bid of $1,200 was automatically raised in response to a bid of $1,100." The user always sees what happened and can adjust their limit.

What Is Anti-Sniping?

Sniping is a last-second bid. To prevent it, the auction extends when a bid is placed near the end:

ANTI_SNIPING_THRESHOLD = timedelta(minutes=2)
ANTI_SNIPING_EXTENSION = timedelta(minutes=2)

def after_bid_placed(lot_id: str):
    lot = db.get_lot(lot_id)
    time_remaining = lot.ends_at - datetime.utcnow()

    if time_remaining < ANTI_SNIPING_THRESHOLD:
        new_end_time = lot.ends_at + ANTI_SNIPING_EXTENSION
        db.update_lot_end_time(lot_id, new_end_time)
        broadcast_to_websockets(lot_id, {
            "type": "AUCTION_EXTENDED",
            "new_end_time": new_end_time.isoformat()
        })

The client timer syncs with server time upon receiving AUCTION_EXTENDED. This gives all participants equal chance to counter-bid.

How to Organize Payments?

The winner gets a push notification and has limited time (24-48 hours) to pay. If unpaid, the lot goes to the next highest bidder or is relisted.

For high-value lots — deposit before bidding: blocked when registering for the auction, returned to losers.

Commission (from buyer or seller) is deducted on payment. Seller payouts via Stripe Connect or similar. If you need a custom payment scheme, contact us — we'll find a solution.

Estimated Timelines

Scope Timeline
Lot browsing, WebSocket, bidding, push notifications 6-8 weeks
Auto-bidding, anti-sniping, bid history +2 weeks
Seller dashboard, lot publishing, payouts +3-4 weeks
Deposits and escrow +1-2 weeks

Cost is determined individually after requirements analysis.

What's Included in the Work?

  • Technical specification and UI/UX prototype
  • iOS development (Swift, SwiftUI) and Android (Kotlin, Jetpack Compose)
  • Backend on Python/FastAPI or Node.js
  • WebSocket integration with reconnection
  • Implementation of auto-bidding and anti-sniping
  • Payment system (deposits, escrow, payouts)
  • Testing (unit, UI, load)
  • Publication to App Store and Google Play
  • Documentation and admin training
  • 3-month warranty support

Get a consultation for your project. We'll assess timelines and propose the optimal solution. Our experience ensures stable auction operation even under high load. Contact us to discuss architecture and implementation details.

Payments in Mobile Apps: In-App Purchase, StoreKit 2, Google Billing, Stripe, RevenueCat

In every monetization project, we balance App Store and Google Play policies, PCI DSS requirements, and purchase verification logic on the backend. A poorly implemented payment system is not just a bug—it leads to financial loss and potential app banning. Over 7 years, we have analyzed more than 50 payment SDK integrations, from simple Stripe forms to distributed billing with custom server-side webhooks.

In-App Purchase: Two Platforms, Two Different APIs

If your app sells digital content or subscriptions, Apple and Google require you to use their payment systems. This is non-negotiable: violating App Store rule 3.1.1 or Google Play Developer Policy results in app removal. Physical goods and offline services are a different story.

StoreKit 2 (iOS 15+)

StoreKit 2 is a complete overhaul of the original StoreKit with async/await API. Product.products(for:), product.purchase(), Transaction.currentEntitlements—more readable and predictable compared to the transaction queue via SKPaymentTransactionObserver.

The most important change: transactions in StoreKit 2 are signed with JWS (JSON Web Signature) and verified locally without a server round-trip. Transaction.verificationResult returns .verified(Transaction) or .unverified(Transaction, VerificationError). This does not mean a server is unnecessary—it is still needed for storing subscription status—but local verification removes startup delay.

StoreKit.AppTransaction verifies the actual app download from the App Store. Required for paid downloads or non-renewing purchases.

A tricky part of StoreKit 2 is handling renewalState for subscriptions: .subscribed, .expired, .inBillingRetryPeriod, .inGracePeriod, .revoked. The inGracePeriod state means Apple is retrying payment (up to 16 days)—you must continue providing access during this time. Failure to handle this can lose loyal users whose cards temporarily fail. Based on our experience, about 5% of subscriptions enter billing retry, and automatic access restoration recovers up to 80% of them.

Google Play Billing Library (v6+)

Google Billing is more complex than StoreKit in terms of scenario handling. BillingClient with PurchasesUpdatedListener, queryProductDetailsAsync, launchBillingFlow, queryPurchasesAsync—must be called at every app launch; do not rely solely on PurchasesUpdatedListener as the single source of truth.

Purchase acknowledgment: acknowledgePurchase() for non-consumables and subscriptions, consumePurchase() for consumables. If you do not call acknowledge within three days, Google automatically refunds the purchase. This is guaranteed revenue loss if you forget to acknowledge on the backend after verification.

ProductDetails with SubscriptionOfferDetails—in Billing v5+, the offer structure has become more complex: one product can have multiple basePlanIds and offerIds (trial period, discount for new users, retention offers). BillingFlowParams.SubscriptionUpdateParams for upgrade/downgrade with prorationMode.

Why Is Server-Side Verification Mandatory?

Never trust only client-side code when unlocking paid content. Client-side verification can be bypassed by modifying the app.

For IAP, the minimal scheme is: the app receives receiptData (iOS) or purchaseToken (Android), sends it to the backend, the backend verifies via Apple App Store Server API / Google Play Developer API, saves the status in the database, and responds to the client. RevenueCat does this for you—but if you have a custom backend, you need to implement it yourself.

Webhooks are more important than they seem. Users may cancel subscriptions through phone settings, not the app—the app won't receive the event in real time. Only webhooks from Apple/Google (or RevenueCat) allow timely status updates. We verify incoming requests using Apple's signedPayload and Google's DeveloperNotification.

How Does RevenueCat Simplify Integration?

Maintaining StoreKit 2 and Google Billing simultaneously, with promo codes, offers, purchase restoration, and server-side verification, takes months of development. RevenueCat handles most of this layer.

RevenueCat is not just a payment SDK. It offers:

  • A unified API for iOS and Android (and Stripe for web)
  • Server-side verification and subscription status storage
  • Webhooks for events (purchase, renewal, cancellation, billing issue)
  • Analytics for cohorts, MRR, churn
  • A/B testing of offers via Experiments

Purchases.configure(withAPIKey:) at startup, Purchases.shared.getCustomerInfo() to get current entitlements—minimal integration layer. Purchases.shared.purchase(package:) instead of directly calling StoreKit/Billing.

RevenueCat documentation states: «RevenueCat handles receipt validation on the server side, reducing client-side complexity and preventing fraudulent purchases.»

Limitations of RevenueCat: it is paid (free up to $2.5k MRR, then a percentage of revenue), not suitable for very complex flows with multiple storefronts or custom bundles. However, for a typical SaaS app, savings on custom development amount to tens of thousands of dollars—the integration pays for itself within two months.

Stripe in Mobile Apps

Stripe is used for physical goods, services, and B2B payments where IAP is not required by platform policy.

Stripe iOS SDK and Android SDKPaymentSheet for ready-made payment UI, PaymentSheetFlowController for custom UI with saved cards. Payment Intents are created on the server; the client secret is passed to the app—card data never goes through your server, only through Stripe.

Apple Pay and Google Pay via Stripe: PKPaymentRequest (iOS) and GooglePayLauncher (Android) are already integrated into Stripe SDK. Apple Pay conversion rates are 1.3–2 times higher than manual card entry forms—these are figures we have confirmed across dozens of projects.

Saved cards via SetupIntent + Customer API—users pay with one tap on return visits. Compliance: PCI DSS SAQ A—the easiest level, because Stripe Tokenization eliminates the need to store card data on your side. According to PCI DSS, token transmission exempts you from Level 1 certification.

3DS2 (Strong Customer Authentication) is mandatory for payments in the EU under PSD2. Stripe handles it automatically via PaymentIntent.confirmPayment, but you need to correctly handle the .requiresAction status and return the user to the appropriate screen after authentication.

What Is Included in the Work (Deliverables)

Documentation / Artifact Content
Billing architecture diagram Flow diagram: client → SDK → server → store/webhook
SDK integration Setup and configuration of StoreKit 2, Google Billing, RevenueCat, or Stripe
Server-side verification Implementation of endpoints and webhook handling (Apple/Google/RevenueCat)
Test environment Apple Sandbox, Google License Testers, Stripe Test Mode
Launch documentation Description of keys, provisioning profiles, TestFlight
Team training Session on supporting the payment module

Process and Timeline

We start by clarifying the business model: subscriptions, one-time purchases, consumables, freemium. The architecture depends on this. Testing IAP requires Sandbox accounts (Apple) and License Testers (Google)—this is a separate environment setup.

Apple's Sandbox behaves differently from production: subscriptions renew every 5 minutes instead of monthly, inGracePeriod works differently. It is essential to test scenarios: trial expiration, cancellation, billing retry, refund.

Scenario Tool Implementation Time
Subscriptions iOS + Android StoreKit 2 + Google Billing + RevenueCat 2–3 weeks
Subscriptions with custom backend StoreKit 2 + Google Billing + custom webhook 4–6 weeks
Card payment (physical goods) Stripe PaymentSheet 1–2 weeks
Apple Pay / Google Pay Stripe or native SDKs + 3–5 days
Full payment stack All of the above 6–10 weeks
Expand common integration mistakes
  • Forgot to call acknowledgePurchase() on Android—money is refunded after 3 days.
  • Did not handle inGracePeriod—loyal users are blocked from access.
  • Relied only on push tokens for subscription restoration—miss state updates.
  • Used production keys in TestFlight—real charges occur.

The cost is calculated individually based on the set of tools and complexity of server-side logic. On average, we fit within a budget for a typical integration, but the savings from preventing errors and churn offset this investment within a few months.

Get a consultation for your project—contact us. We will help you choose the optimal payment architecture that passes store reviews and does not break under peak loads.