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:
co-authored by
Claude Opus 5.5
parent
b5d2cd491a
commit
52e8fe11c6
@@ -30,7 +30,8 @@ Alasan di balik aturannya ada di [`rfc-enakgame.md`](./rfc-enakgame.md) dan
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selalu `reward_total` dari backend.
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3. **Satu tap "Main" = satu `Idempotency-Key`.** Retry memakai key yang sama.
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4. **Token customer adalah rahasia.** Hanya diterima lewat bridge, disimpan di memori,
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tidak pernah ditaruh di URL, `localStorage`, cookie, log, atau analytics.
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tidak pernah ditaruh di URL, `localStorage`, `sessionStorage`, cookie, log, atau
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analytics. (`session_id` boleh disimpan di `sessionStorage`, §4.4.)
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5. **Semua jumlah bilangan bulat.** Tidak ada pecahan EnakCoin.
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6. **Main game tidak butuh PIN.**
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@@ -94,7 +95,8 @@ tunggu `token`, lalu ulangi request yang sama.
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## 4. Alur satu kali main
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```
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init ─► GET /customer/enakgame/games ─► tampilkan biaya (dan roda, untuk spin)
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init ─► cek session yang masih berjalan (§4.4)
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─► GET /customer/enakgame/games ─► tampilkan biaya (dan roda, untuk spin)
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─► tap Main ─► POST /customer/enakgame/sessions (EnakCoin dipotong)
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─► permainan berjalan (batas waktu: expires_at)
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─► POST /customer/enakgame/sessions/:id/complete (server menghitung hadiah)
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@@ -227,9 +229,13 @@ sepakati daftarnya dengan tim backoffice.
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| `310` | `score` bukan bilangan bulat atau `outcome` bukan string | Bug di game |
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| `404` | Session tidak ada / milik customer lain | Pesan umum |
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### 4.4 Cek status — `GET /customer/enakgame/sessions/:id`
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### 4.4 Pemulihan setelah reload
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Untuk memulihkan keadaan, mis. game dimuat ulang saat session masih berjalan:
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Webview bisa memuat ulang halaman game (aplikasi ke background, memori habis, crash)
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saat customer sedang main. EnakCoin sudah terpotong, jadi game wajib menemukan lagi
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session-nya. Dua endpoint dipakai:
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**Satu session** — `GET /customer/enakgame/sessions/:id`
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```json
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{
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@@ -238,8 +244,35 @@ Untuk memulihkan keadaan, mis. game dimuat ulang saat session masih berjalan:
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}
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```
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`status`: `STARTED`, `COMPLETED`, `REFUNDED`, atau `EXPIRED`. Riwayat main customer ada
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di `GET /customer/enakgame/sessions?page=1&limit=20` (dipakai aplikasi, bukan game).
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`status`: `STARTED`, `COMPLETED`, `REFUNDED`, atau `EXPIRED`. Response ini tidak memuat
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`prize` atau rincian hadiah; untuk itu kirim ulang complete (lihat di bawah).
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**Mencari session** — `GET /customer/enakgame/sessions?game_id=8a1f…&status=STARTED&limit=1`
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Bentuk item sama dengan di atas, dibungkus `data` + `pagination`, terbaru di atas.
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Semua query opsional: `game_id`, `status` (`STARTED`, `COMPLETED`, `REFUNDED`,
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`EXPIRED`), `page`, `limit`. `status` atau `game_id` yang tidak valid ditolak `304`.
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**Alurnya, setiap kali menerima `init`:**
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1. Simpan `session_id` di **`sessionStorage`** setiap kali start berhasil, dan hapus
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setelah hasilnya ditampilkan. `session_id` bukan rahasia; token tetap hanya di
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memori (§1).
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2. Bila ada `session_id` tersimpan, panggil `GET /sessions/:id`. Bila tidak ada (mis.
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webview dibuka ulang dari awal), panggil
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`GET /sessions?game_id=<game_id>&status=STARTED&limit=1`.
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3. Tindak lanjuti sesuai status:
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| Keadaan | Yang dilakukan game |
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|---|---|
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| `STARTED`, sekarang sebelum `expires_at` | **Lanjutkan** session itu: jangan start baru (EnakCoin akan terpotong lagi). Spin: langsung kirim complete `{}` dan tampilkan hasilnya. Game lain: progres main hilang, jadi mulai ulang permainan di session yang sama dengan timer sampai `expires_at`, lalu kirim complete |
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| `STARTED`, `expires_at` sudah lewat | Anggap selesai. Server mengubahnya menjadi `EXPIRED` (atau merefund bila complete sebelumnya gagal karena error server) dalam ±1 menit. Tampilkan "Waktu bermain habis", lalu customer boleh start baru |
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| `COMPLETED` | Hasil sudah dihitung tapi mungkin belum ditampilkan. Kirim ulang `POST /sessions/:id/complete` dengan body apa saja (`{}`): server mengembalikan jawaban yang sama persis, termasuk `prize`, tanpa hadiah dobel. Tampilkan hasilnya |
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| `REFUNDED` | "EnakCoin kamu dikembalikan." |
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| `EXPIRED` | "Waktu bermain habis." |
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| Tidak ada session | Tampilkan layar awal seperti biasa |
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Riwayat main lengkap (tanpa filter) dipakai aplikasi customer, bukan game.
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---
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@@ -289,6 +322,7 @@ saja.
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- [ ] Bridge sesuai kontrak §2 yang sudah disepakati dengan tim aplikasi.
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- [ ] Token hanya di memori; tidak ada di URL, storage, log, atau analytics.
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- [ ] Pemulihan setelah reload (§4.4): session `STARTED` dilanjutkan, bukan start baru; `COMPLETED` ditampilkan lewat complete ulang.
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- [ ] Biaya main dan label event tampil sebelum main.
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- [ ] Satu `Idempotency-Key` per tap Main, dipakai ulang saat retry.
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- [ ] Complete hanya mengirim `score` / `outcome` / `data`, tidak pernah hadiah.
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@@ -616,6 +616,9 @@ kembali", lalu tutup. Tidak perlu mengirim pesan ke game.
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### 8.4 Riwayat main — `GET /customer/enakgame/sessions?page=1&limit=20`
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Query opsional `game_id` (riwayat satu game) dan `status` (`STARTED`, `COMPLETED`,
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`REFUNDED`, `EXPIRED`) untuk filter atau tab.
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```json
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{
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"data": [
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@@ -842,7 +842,7 @@ tambahkan snapshot harian, bukan cache yang di-invalidate.
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| `POST` | `/sessions` | §7.1. Wajib `Idempotency-Key` |
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| `POST` | `/sessions/:id/complete` | §7.2. Idempotent tanpa header |
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| `GET` | `/sessions/:id` | Status dan hasil |
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| `GET` | `/sessions` | Riwayat main |
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| `GET` | `/sessions` | Riwayat main; filter opsional `game_id`, `status` (dipakai game untuk menemukan session `STARTED` setelah reload) |
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Prefix `/enakgame` dipakai karena `/customer/games` sudah dipakai alur spin lama.
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@@ -50,16 +50,18 @@ func (h *EnakGameCustomerHandler) StartSession(c *gin.Context) {
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util.HandleResponse(c.Writer, c.Request, h.service.StartSession(c.Request.Context(), customerID, &req, idempotencyKey(c)), method)
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}
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// ListSessions is GET /customer/enakgame/sessions?page=&limit=.
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// ListSessions is GET /customer/enakgame/sessions?game_id=&status=&page=&limit=.
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func (h *EnakGameCustomerHandler) ListSessions(c *gin.Context) {
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const method = "EnakGameCustomerHandler::ListSessions"
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customerID, ok := customerIDFromGin(c, method)
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if !ok {
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return
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}
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page, _ := strconv.Atoi(c.Query("page"))
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limit, _ := strconv.Atoi(c.Query("limit"))
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util.HandleResponse(c.Writer, c.Request, h.service.ListSessions(c.Request.Context(), customerID, page, limit), method)
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var q models.GameSessionListQuery
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if !bindQuery(c, &q, method) {
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return
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}
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util.HandleResponse(c.Writer, c.Request, h.service.ListSessions(c.Request.Context(), customerID, q), method)
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}
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// GetSession is GET /customer/enakgame/sessions/:id.
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@@ -189,6 +189,16 @@ type CustomerGameSession struct {
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RefundReason *string `json:"refund_reason"`
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}
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// GameSessionListQuery filters a customer's play history. The game client uses
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// game_id with status=STARTED to find the play it was running before a reload.
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type GameSessionListQuery struct {
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GameID string `form:"game_id"`
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// STARTED, COMPLETED, REFUNDED or EXPIRED; empty for all.
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Status string `form:"status"`
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Page int `form:"page"`
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Limit int `form:"limit"`
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}
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// GameSessionCompleteInput is what the client reports at the end of a play (§7.2): data
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// only. Anything else it sends, a reward amount above all, is ignored (P1).
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type GameSessionCompleteInput struct {
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@@ -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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@@ -419,10 +419,26 @@ func (p *GameSessionProcessor) ListGames(ctx context.Context, customerID uuid.UU
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return out, nil
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}
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// ListSessions returns a page of the customer's sessions, newest first.
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func (p *GameSessionProcessor) ListSessions(ctx context.Context, customerID uuid.UUID, page, limit int) (*models.PaginatedResponse[models.CustomerGameSession], error) {
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page, limit = enakGamePage(page, limit)
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sessions, total, err := p.sessions.ListCustomerSessions(ctx, customerID, (page-1)*limit, limit)
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// ListSessions returns a page of the customer's sessions, newest first, of one game
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// or status when asked.
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func (p *GameSessionProcessor) ListSessions(ctx context.Context, customerID uuid.UUID, q models.GameSessionListQuery) (*models.PaginatedResponse[models.CustomerGameSession], error) {
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page, limit := enakGamePage(q.Page, q.Limit)
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filter := repository.CustomerSessionFilter{CustomerID: customerID, Offset: (page - 1) * limit, Limit: limit}
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if s := strings.TrimSpace(q.GameID); s != "" {
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id, err := uuid.Parse(s)
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if err != nil {
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return nil, gameSessionRejected("game_id must be a UUID")
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}
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filter.GameID = &id
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}
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switch status := strings.ToUpper(strings.TrimSpace(q.Status)); status {
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case "", constants.GameSessionStatusStarted, constants.GameSessionStatusCompleted,
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constants.GameSessionStatusRefunded, constants.GameSessionStatusExpired:
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filter.Status = status
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default:
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return nil, gameSessionRejected("status must be STARTED, COMPLETED, REFUNDED or EXPIRED")
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}
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sessions, total, err := p.sessions.ListCustomerSessions(ctx, filter)
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if err != nil {
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return nil, err
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}
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@@ -287,7 +287,7 @@ func TestGameSessionRepository_ReadsAndMoves(t *testing.T) {
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assert.True(t, got.Flagged)
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assert.NotNil(t, got.CompletionFailedAt)
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sessions, total, err := f.sessions.ListCustomerSessions(ctx, f.customer, 0, 1)
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sessions, total, err := f.sessions.ListCustomerSessions(ctx, CustomerSessionFilter{CustomerID: f.customer, Limit: 1})
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require.NoError(t, err)
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assert.EqualValues(t, 2, total)
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assert.Len(t, sessions, 1)
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@@ -50,7 +50,7 @@ type GameSessionRepository interface {
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GetSessionBySpendTransaction(ctx context.Context, spendTransactionID uuid.UUID) (*entities.GameSession, error)
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// ListCustomerSessions returns a page of a customer's sessions, newest first, and
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// the total.
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ListCustomerSessions(ctx context.Context, customerID uuid.UUID, offset, limit int) ([]entities.GameSession, int64, error)
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ListCustomerSessions(ctx context.Context, filter CustomerSessionFilter) ([]entities.GameSession, int64, error)
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CompleteSession(ctx context.Context, id uuid.UUID, completion GameSessionCompletion) (bool, error)
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RefundSession(ctx context.Context, id, refundTransactionID uuid.UUID, reason string, endedAt time.Time) (bool, error)
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@@ -116,8 +116,26 @@ func (r *gameSessionRepository) GetSessionBySpendTransaction(ctx context.Context
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return r.first(DBFromContext(ctx, r.db).WithContext(ctx).Where("spend_transaction_id = ?", spendTransactionID))
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}
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func (r *gameSessionRepository) ListCustomerSessions(ctx context.Context, customerID uuid.UUID, offset, limit int) ([]entities.GameSession, int64, error) {
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q := DBFromContext(ctx, r.db).WithContext(ctx).Model(&entities.GameSession{}).Where("customer_id = ?", customerID)
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// CustomerSessionFilter selects a customer's sessions.
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type CustomerSessionFilter struct {
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CustomerID uuid.UUID
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// Nil for every game.
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GameID *uuid.UUID
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// Empty for every status.
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Status string
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Offset int
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Limit int
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}
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func (r *gameSessionRepository) ListCustomerSessions(ctx context.Context, filter CustomerSessionFilter) ([]entities.GameSession, int64, error) {
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q := DBFromContext(ctx, r.db).WithContext(ctx).Model(&entities.GameSession{}).Where("customer_id = ?", filter.CustomerID)
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if filter.GameID != nil {
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q = q.Where("game_id = ?", *filter.GameID)
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}
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if filter.Status != "" {
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q = q.Where("status = ?", filter.Status)
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}
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offset, limit := filter.Offset, filter.Limit
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var total int64
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if err := q.Count(&total).Error; err != nil {
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return nil, 0, fmt.Errorf("failed to count game sessions: %w", err)
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@@ -72,7 +72,7 @@ type EnakGameCustomerService interface {
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ListGames(ctx context.Context, customerID uuid.UUID) *contract.Response
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StartSession(ctx context.Context, customerID uuid.UUID, req *contract.StartGameSessionRequest, idempotencyKey string) *contract.Response
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CompleteSession(ctx context.Context, customerID, sessionID uuid.UUID, in models.GameSessionCompleteInput) *contract.Response
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ListSessions(ctx context.Context, customerID uuid.UUID, page, limit int) *contract.Response
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ListSessions(ctx context.Context, customerID uuid.UUID, q models.GameSessionListQuery) *contract.Response
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GetSession(ctx context.Context, customerID, sessionID uuid.UUID) *contract.Response
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ListVouchers(ctx context.Context, customerID uuid.UUID) *contract.Response
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@@ -371,8 +371,8 @@ func (s *EnakGameCustomerServiceImpl) CompleteSession(ctx context.Context, custo
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return respond(ctx, completion, err)
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}
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func (s *EnakGameCustomerServiceImpl) ListSessions(ctx context.Context, customerID uuid.UUID, page, limit int) *contract.Response {
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sessions, err := s.sessions.ListSessions(ctx, customerID, page, limit)
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func (s *EnakGameCustomerServiceImpl) ListSessions(ctx context.Context, customerID uuid.UUID, q models.GameSessionListQuery) *contract.Response {
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sessions, err := s.sessions.ListSessions(ctx, customerID, q)
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return respond(ctx, sessions, err)
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}
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