If you know what you’re doing, it’s actually pretty easy to avoid that sort of issue (if you want to learn more about some of the techniques involved, read up on [database transactions](https://en.wikipedia.org/wiki/Database_transaction) and [idempotency tokens](https://brandur.org/idempotency-keys). You might have some followup eli5 questions after that, though) . The hard part is having that security while running _fast_.
Because of the performance issues, games don’t usually worry about this for gameplay stuff, which is why many online games have some form of duping. Thankfully, there’s a lot fewer Vbucks/Robux transactions than there are item drops in games like diablo, so performance isn’t nearly as much of an issue. Combine that with how much money this could cost studios, and bringing in those well-known techniques becomes the pretty damn obvious choice.
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