Files
apskel-pos-backend/internal/constants/enakgame.go
T
efrilmandClaude Opus 5.5 798a36bd6c feat(enakgame): game sessions, rewards, vouchers, budgets and events
EnakGame phases 1-8 of docs/tasks-enakgame.md (EG-101 to EG-803), built on the
existing EnakPoint/EnakCoin wallet (docs/rfc-enakgame.md).

Foundation (phase 1)
- Migrations 000103-000106: games extended with organization, slug, status,
  entry cost and result rules, old games archived (not deleted); budgets,
  versioned reward configs, sessions and session rewards; the ledger types
  GAME_SPEND_REFUND, GAME_REWARD and REWARD_REDEEM_REFUND; audit_logs.
- AuditLogger writes in the caller's transaction only.
- enakgame.limit.user_daily and global_daily organization settings.

Games and sessions (phases 2-4)
- Admin /marketing/enakgame: games, reward config versions (immutable but for
  status, one ACTIVE per game), budgets with non-overlapping global periods and
  a daily job opening the next month.
- Customer /customer/enakgame: start (Idempotency-Key, entry cost and config
  frozen on the session), complete (result validation, reward engine, max_reward
  cap, daily limits via game_reward_counters, one GAME_REWARD per budget),
  automatic refunds for system errors and deactivated games, and a session job.
- Reward engine: FIXED, SCORE_BASED, OUTCOME_BASED, PROBABILITY (crypto/rand),
  rounded down.

Vouchers and budgets (phases 5-6)
- Migration 000108 and 000107: vouchers, codes, redemptions, cost attribution;
  Economy Guard counters.
- STATIC and CODE_POOL redemption in one transaction with the REDEEM PIN action;
  realized cost traced through the lots to the budget that paid the reward.
- Budget metrics: realized cost, forecast, exposure and status. Migrations
  000109-000110 add the wallet_lots indexes they need, built CONCURRENTLY.

Events (phase 7)
- Migration 000111: game events, each with its own EVENT budget. Event extras
  stack per PRD §16 defaults, with event and per-customer limits.

External vouchers (phase 8)
- VoucherProvider contract, two-step PENDING redemption and a recovery job,
  tested with a fake provider. No provider adapter is registered yet, so
  EXTERNAL vouchers stay out of the catalog.

Not yet decided before release: reward rounding, event stacking, budget
exhaustion policy and thresholds (RFC §19.2). Migrations 000103-000111 have
not been run on any shared database.

Also fixes a leftover PAYMENT filter in a wallet test and a data race in a
test PIN fake.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 20:53:14 +07:00

147 lines
3.9 KiB
Go

package constants
// EnakGame values (docs/rfc-enakgame.md §5). Each set matches a CHECK in the
// migrations.
// games.status.
const (
GameStatusDraft = "DRAFT"
GameStatusActive = "ACTIVE"
GameStatusInactive = "INACTIVE"
// The old games, and games taken out of EnakGame for good. Never changed again.
GameStatusArchived = "ARCHIVED"
)
// game_reward_configs.reward_type (§8).
const (
GameRewardTypeFixed = "FIXED"
GameRewardTypeScoreBased = "SCORE_BASED"
GameRewardTypeOutcomeBased = "OUTCOME_BASED"
GameRewardTypeProbability = "PROBABILITY"
)
// game_reward_configs.status. Only status ever changes on a config (D7).
const (
GameRewardConfigStatusDraft = "DRAFT"
GameRewardConfigStatusActive = "ACTIVE"
GameRewardConfigStatusRetired = "RETIRED"
)
// game_sessions.status: STARTED → COMPLETED | REFUNDED | EXPIRED (D4).
const (
GameSessionStatusStarted = "STARTED"
GameSessionStatusCompleted = "COMPLETED"
GameSessionStatusRefunded = "REFUNDED"
GameSessionStatusExpired = "EXPIRED"
)
// game_sessions.refund_reason (§7.3).
const (
GameSessionRefundSystemError = "SYSTEM_ERROR"
GameSessionRefundGameDeactivated = "GAME_DEACTIVATED"
)
// game_budgets.scope (§5.6).
const (
GameBudgetScopeGlobal = "GLOBAL"
GameBudgetScopeEvent = "EVENT"
)
// audit_logs.actor_type (§5.9).
const (
AuditActorUser = "USER"
AuditActorSystem = "SYSTEM"
)
// audit_logs.source: where a change came from.
const (
AuditSourceAdminAPI = "admin_api"
AuditSourceBudgetController = "budget_controller"
AuditSourceSessionJob = "session_job"
AuditSourceBudgetPeriodJob = "budget_period_job"
AuditSourceCustomerAPI = "customer_api"
)
// audit_logs.entity_type: what an audit row is about (§13).
const (
AuditEntityGame = "GAME"
AuditEntityGameRewardConfig = "GAME_REWARD_CONFIG"
AuditEntityGameBudget = "GAME_BUDGET"
AuditEntityGameEvent = "GAME_EVENT"
AuditEntityGameSession = "GAME_SESSION"
AuditEntityVoucher = "VOUCHER"
)
// game_reward_counters.scope_type: what an Economy Guard counter counts for (§5.8).
const (
GameRewardScopeUser = "USER"
GameRewardScopeGame = "GAME"
GameRewardScopeEvent = "EVENT"
GameRewardScopeGlobal = "GLOBAL"
)
// vouchers.voucher_type (§5.7).
const (
VoucherTypeFixedValue = "FIXED_VALUE"
VoucherTypePercentage = "PERCENTAGE"
VoucherTypeFreeItem = "FREE_ITEM"
VoucherTypeMerchantBenefit = "MERCHANT_BENEFIT"
)
// vouchers.stock_mode: where a redemption's voucher comes from.
const (
// A counted stock with nothing to hand out but the redemption itself.
VoucherStockStatic = "STATIC"
// One imported code per redemption.
VoucherStockCodePool = "CODE_POOL"
// Issued by a provider (§7.5), not before EG-801.
VoucherStockExternal = "EXTERNAL"
)
// vouchers.status.
const (
VoucherStatusDraft = "DRAFT"
VoucherStatusActive = "ACTIVE"
VoucherStatusInactive = "INACTIVE"
VoucherStatusArchived = "ARCHIVED"
)
// voucher_codes.status.
const (
VoucherCodeAvailable = "AVAILABLE"
VoucherCodeReserved = "RESERVED"
VoucherCodeRedeemed = "REDEEMED"
VoucherCodeExpired = "EXPIRED"
VoucherCodeCancelled = "CANCELLED"
)
// voucher_redemptions.status.
const (
VoucherRedemptionPending = "PENDING"
VoucherRedemptionCompleted = "COMPLETED"
VoucherRedemptionFailed = "FAILED"
)
// Budget statuses (PRD §32), from its utilization and forecast against its thresholds.
const (
GameBudgetHealthy = "HEALTHY"
GameBudgetWarning = "WARNING"
GameBudgetCritical = "CRITICAL"
GameBudgetExhausted = "EXHAUSTED"
)
// Thresholds of a budget that sets none, in percent (PRD §8). Pending RFC §19.2 #4.
const (
GameBudgetWarningDefault = int64(70)
GameBudgetCriticalDefault = int64(90)
)
// game_events.status. An ACTIVE event changes rewards only between its start_at and
// end_at.
const (
GameEventStatusDraft = "DRAFT"
GameEventStatusActive = "ACTIVE"
GameEventStatusEnded = "ENDED"
GameEventStatusCancelled = "CANCELLED"
)