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>
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co-authored by
Claude Opus 5.5
parent
b5d2cd491a
commit
52e8fe11c6
@@ -675,12 +675,34 @@ func TestGameSession_CustomerReads(t *testing.T) {
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_, err = e.sessions.GetSession(ctx, e.bob, started.SessionID)
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assert.ErrorIs(t, err, repository.ErrGameSessionNotFound, "another customer's session")
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page, err := e.sessions.ListSessions(ctx, e.alice, 1, 10)
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page, err := e.sessions.ListSessions(ctx, e.alice, models.GameSessionListQuery{Page: 1, Limit: 10})
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require.NoError(t, err)
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assert.EqualValues(t, 1, page.Pagination.Total)
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page, err = e.sessions.ListSessions(ctx, e.bob, 1, 10)
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page, err = e.sessions.ListSessions(ctx, e.bob, models.GameSessionListQuery{Page: 1, Limit: 10})
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require.NoError(t, err)
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assert.Empty(t, page.Data)
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// After a reload, the game finds the play it was running by game and status.
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other := e.playableGame(e.orgA, "other", 1)
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otherStarted, err := e.sessions.Start(ctx, e.alice, other.ID, "k2")
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require.NoError(t, err)
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_, err = e.sessions.Complete(ctx, e.alice, otherStarted.SessionID, models.GameSessionCompleteInput{})
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require.NoError(t, err)
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running, err := e.sessions.ListSessions(ctx, e.alice, models.GameSessionListQuery{GameID: game.ID.String(), Status: "started"})
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require.NoError(t, err)
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require.Len(t, running.Data, 1)
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assert.Equal(t, started.SessionID, running.Data[0].ID)
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running, err = e.sessions.ListSessions(ctx, e.alice, models.GameSessionListQuery{GameID: other.ID.String(), Status: constants.GameSessionStatusStarted})
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require.NoError(t, err)
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assert.Empty(t, running.Data, "the other game's play is completed")
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all, err := e.sessions.ListSessions(ctx, e.alice, models.GameSessionListQuery{})
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require.NoError(t, err)
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assert.EqualValues(t, 2, all.Pagination.Total)
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_, err = e.sessions.ListSessions(ctx, e.alice, models.GameSessionListQuery{Status: "PLAYING"})
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assert.ErrorIs(t, err, ErrGameSessionRejected)
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_, err = e.sessions.ListSessions(ctx, e.alice, models.GameSessionListQuery{GameID: "runner"})
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assert.ErrorIs(t, err, ErrGameSessionRejected)
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}
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// gameWith makes an ACTIVE game of org A with the given result rules and an active
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