feat(enakgame): filter play history by game and status

GET /customer/enakgame/sessions takes optional game_id and status, so a game
reloaded mid-play finds the session it was running (status=STARTED) instead
of starting a new one and charging EnakCoin again. An invalid game_id or
status is refused.

integration-enakgame.md §4.4 now describes recovery after a reload: keep the
session_id in sessionStorage, continue a STARTED session before expires_at,
and call complete again for a COMPLETED one to get the full answer, prize
included. The mobile guide and RFC §11 mention the filters.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
efrilm
2026-10-08 12:51:39 +07:00
co-authored by Claude Opus 5.5
parent b5d2cd491a
commit 52e8fe11c6
10 changed files with 129 additions and 24 deletions
@@ -50,16 +50,18 @@ func (h *EnakGameCustomerHandler) StartSession(c *gin.Context) {
util.HandleResponse(c.Writer, c.Request, h.service.StartSession(c.Request.Context(), customerID, &req, idempotencyKey(c)), method)
}
// ListSessions is GET /customer/enakgame/sessions?page=&limit=.
// ListSessions is GET /customer/enakgame/sessions?game_id=&status=&page=&limit=.
func (h *EnakGameCustomerHandler) ListSessions(c *gin.Context) {
const method = "EnakGameCustomerHandler::ListSessions"
customerID, ok := customerIDFromGin(c, method)
if !ok {
return
}
page, _ := strconv.Atoi(c.Query("page"))
limit, _ := strconv.Atoi(c.Query("limit"))
util.HandleResponse(c.Writer, c.Request, h.service.ListSessions(c.Request.Context(), customerID, page, limit), method)
var q models.GameSessionListQuery
if !bindQuery(c, &q, method) {
return
}
util.HandleResponse(c.Writer, c.Request, h.service.ListSessions(c.Request.Context(), customerID, q), method)
}
// GetSession is GET /customer/enakgame/sessions/:id.