Files
apskel-pos-backend/internal/processor/game_play_processor.go
T
efrilmandClaude Opus 5.5 a18bb072f5 feat(loyalty): pay every game with EnakCoin
Games now spend the wallet's EnakCoin instead of the per-type tokens
(docs/prd-point-coin.md F8, K1, PC-403).

GamePlayProcessor.PlayGame charges the game's metadata.coin_cost, 1 when
it is not set; a cost that is not a whole number of at least 1 refuses the
game. In one transaction it picks the prize, takes the EnakCoin with a
GAME_SPEND row pointing at the new game_plays.id (which locks the wallet,
so a customer's plays at the same time queue up), records the play and
takes the prize from stock. The play owns its transaction, so the spin
service no longer wraps it, and the admin play endpoint is now atomic too.

The game, game prize and game play repositories go through DBFromContext
so they join that transaction. DecreaseStock now reports a prize that ran
out (ErrGamePrizeOutOfStock) instead of silently updating nothing; that,
or any other stock failure, cancels the whole play, where it used to be
only printed. The manual AddTokens rollback is gone. Not enough EnakCoin,
an inactive game or a prize that ran out answer 400 on /customer/spin
instead of 500.

game_plays.token_used is renamed coins_used (migration 000095). What a
play costs is no longer the caller's choice, so PlayGameRequest loses
token_used. Responses carry coins_used and coins_remaining; token_used and
tokens_remaining stay as deprecated copies until the apps move over, and
sort_by=token_used still sorts by coins_used.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 12:20:42 +07:00

306 lines
8.7 KiB
Go

package processor
import (
"apskel-pos-be/internal/constants"
"apskel-pos-be/internal/entities"
"apskel-pos-be/internal/mappers"
"apskel-pos-be/internal/models"
"apskel-pos-be/internal/repository"
"context"
"errors"
"fmt"
"math"
"math/rand"
"time"
"github.com/google/uuid"
)
// ErrGamePlayRefused wraps every reason a customer cannot play right now: the game,
// its prizes or their EnakCoin. The message says which.
var ErrGamePlayRefused = errors.New("game cannot be played")
const (
gameCoinCostKey = "coin_cost"
defaultGameCoinCost = 1
)
type gameReader interface {
GetByID(ctx context.Context, id uuid.UUID) (*entities.Game, error)
}
type gamePrizeStock interface {
GetAvailablePrizes(ctx context.Context, gameID uuid.UUID) ([]entities.GamePrize, error)
DecreaseStock(ctx context.Context, id uuid.UUID, amount int) error
}
type GamePlayProcessor struct {
gamePlayRepo repository.GamePlayRepository
gameRepo gameReader
gamePrizeRepo gamePrizeStock
wallet *WalletProcessor
spendable spendableReader
tx TxRunner
}
func NewGamePlayProcessor(
gamePlayRepo repository.GamePlayRepository,
gameRepo gameReader,
gamePrizeRepo gamePrizeStock,
wallet *WalletProcessor,
spendable spendableReader,
tx TxRunner,
) *GamePlayProcessor {
return &GamePlayProcessor{
gamePlayRepo: gamePlayRepo,
gameRepo: gameRepo,
gamePrizeRepo: gamePrizeRepo,
wallet: wallet,
spendable: spendable,
tx: tx,
}
}
// CreateGamePlay creates a new game play record
func (p *GamePlayProcessor) CreateGamePlay(ctx context.Context, req *models.CreateGamePlayRequest) (*models.GamePlayResponse, error) {
// Convert request to entity
gamePlay := mappers.ToGamePlayEntity(req)
// Create game play
err := p.gamePlayRepo.Create(ctx, gamePlay)
if err != nil {
return nil, fmt.Errorf("failed to create game play: %w", err)
}
return mappers.ToGamePlayResponse(gamePlay), nil
}
// GetGamePlay retrieves a game play by ID
func (p *GamePlayProcessor) GetGamePlay(ctx context.Context, id uuid.UUID) (*models.GamePlayResponse, error) {
gamePlay, err := p.gamePlayRepo.GetByID(ctx, id)
if err != nil {
return nil, fmt.Errorf("game play not found: %w", err)
}
return mappers.ToGamePlayResponse(gamePlay), nil
}
// ListGamePlays retrieves game plays with pagination and filtering
func (p *GamePlayProcessor) ListGamePlays(ctx context.Context, query *models.ListGamePlaysQuery) (*models.PaginatedResponse[models.GamePlayResponse], error) {
// Set default values
if query.Page <= 0 {
query.Page = 1
}
if query.Limit <= 0 {
query.Limit = 10
}
if query.Limit > 100 {
query.Limit = 100
}
offset := (query.Page - 1) * query.Limit
// The column was renamed; the old name still sorts the same way.
if query.SortBy == "token_used" {
query.SortBy = "coins_used"
}
// Get game plays from repository
gamePlays, total, err := p.gamePlayRepo.List(
ctx,
offset,
query.Limit,
query.Search,
query.GameID,
query.CustomerID,
query.PrizeID,
query.SortBy,
query.SortOrder,
)
if err != nil {
return nil, fmt.Errorf("failed to list game plays: %w", err)
}
// Convert to responses
responses := mappers.ToGamePlayResponsesFromPointers(gamePlays)
// Calculate pagination info
totalPages := int((total + int64(query.Limit) - 1) / int64(query.Limit))
return &models.PaginatedResponse[models.GamePlayResponse]{
Data: responses,
Pagination: models.Pagination{
Page: query.Page,
Limit: query.Limit,
Total: total,
TotalPages: totalPages,
},
}, nil
}
// PlayGame plays a game for a customer, paid with EnakCoin (docs/prd-point-coin.md
// F8, K1). Every kind of game spends the same EnakCoin, at the game's
// metadata.coin_cost. Taking the EnakCoin (GAME_SPEND), recording the play and taking
// the prize from stock happen in one transaction, so a play that cannot be completed,
// for instance because the prize just ran out, takes nothing and records nothing.
func (p *GamePlayProcessor) PlayGame(ctx context.Context, req *models.PlayGameRequest) (*models.PlayGameResponse, error) {
refuse := func(format string, args ...any) error {
return fmt.Errorf("%w: %s", ErrGamePlayRefused, fmt.Sprintf(format, args...))
}
game, err := p.gameRepo.GetByID(ctx, req.GameID)
if err != nil {
return nil, fmt.Errorf("game not found: %w", err)
}
if !game.IsActive {
return nil, refuse("game is not active")
}
cost, err := gameCoinCost(game.Metadata)
if err != nil {
return nil, refuse("%s", err.Error())
}
var gamePlay *entities.GamePlay
var selectedPrize *models.GamePrizeResponse
err = p.tx.WithTransaction(ctx, func(ctx context.Context) error {
availablePrizes, err := p.gamePrizeRepo.GetAvailablePrizes(ctx, req.GameID)
if err != nil {
return fmt.Errorf("failed to get available prizes: %w", err)
}
if len(availablePrizes) == 0 {
return refuse("no prizes available")
}
prizeResponses := make([]models.GamePrizeResponse, len(availablePrizes))
for i, prize := range availablePrizes {
prizeResponses[i] = *mappers.ToGamePrizeResponse(&prize)
}
selectedPrize = p.selectPrizeByWeight(prizeResponses)
// Random seed kept for audit.
randomSeed := fmt.Sprintf("%d", time.Now().UnixNano())
gamePlay = &entities.GamePlay{
ID: uuid.New(),
GameID: req.GameID,
CustomerID: req.CustomerID,
CoinsUsed: int(cost),
RandomSeed: &randomSeed,
}
if selectedPrize != nil {
gamePlay.PrizeID = &selectedPrize.ID
}
// The EnakCoin go first: the debit locks the wallet, so plays by the same
// customer at the same time queue up instead of spending the same balance.
_, err = p.wallet.Debit(ctx, WalletDebitInput{WalletEntry: WalletEntry{
CustomerID: req.CustomerID,
Currency: constants.WalletCurrencyCoin,
Type: constants.WalletTxTypeGameSpend,
Amount: cost,
ReferenceType: constants.WalletRefTypeGamePlay,
ReferenceID: gamePlay.ID,
Description: gameSpendDescription(game.Name, selectedPrize),
Metadata: entities.Metadata{"game_id": game.ID.String(), "coin_cost": cost},
}})
if errors.Is(err, repository.ErrWalletInsufficientBalance) {
return refuse("not enough EnakCoin: this game costs %d", cost)
}
if err != nil {
return err
}
if err := p.gamePlayRepo.Create(ctx, gamePlay); err != nil {
return err
}
if selectedPrize != nil {
err := p.gamePrizeRepo.DecreaseStock(ctx, selectedPrize.ID, 1)
if errors.Is(err, repository.ErrGamePrizeOutOfStock) {
return refuse("the prize just ran out, please play again")
}
if err != nil {
return err
}
}
return nil
})
if err != nil {
return nil, err
}
balances, err := p.spendable.SpendableBalances(ctx, req.CustomerID, time.Now())
if err != nil {
return nil, err
}
return &models.PlayGameResponse{
GamePlay: *mappers.ToGamePlayResponse(gamePlay),
PrizeWon: selectedPrize,
CoinsRemaining: balances[constants.WalletCurrencyCoin],
}, nil
}
// gameCoinCost is what one play of a game costs, from games.metadata.coin_cost: a
// whole number of EnakCoin, 1 when it is not set (F8).
func gameCoinCost(metadata entities.Metadata) (int64, error) {
raw, ok := metadata[gameCoinCostKey]
if !ok || raw == nil {
return defaultGameCoinCost, nil
}
var cost int64
switch v := raw.(type) {
case float64:
if v != math.Trunc(v) {
return 0, fmt.Errorf("the game's coin_cost %v is not a whole number", v)
}
cost = int64(v)
case int:
cost = int64(v)
case int64:
cost = v
default:
return 0, fmt.Errorf("the game's coin_cost %v is not a number", raw)
}
if cost < 1 {
return 0, fmt.Errorf("the game's coin_cost must be at least 1, got %d", cost)
}
return cost, nil
}
// gameSpendDescription is what the customer's history shows for a play, frozen when it
// happens (ยง8.1): "Main Spin Wheel: dapat Voucher 10rb".
func gameSpendDescription(gameName string, prize *models.GamePrizeResponse) string {
description := "Main " + gameName
if prize != nil {
description += ": dapat " + prize.Name
}
return truncateRunes(description, walletDescriptionLimit)
}
// selectPrizeByWeight selects a prize based on weight distribution
func (p *GamePlayProcessor) selectPrizeByWeight(prizes []models.GamePrizeResponse) *models.GamePrizeResponse {
if len(prizes) == 0 {
return nil
}
// Calculate total weight
totalWeight := 0
for _, prize := range prizes {
totalWeight += prize.Weight
}
if totalWeight == 0 {
return nil
}
// Generate random number
rand.Seed(time.Now().UnixNano())
randomNumber := rand.Intn(totalWeight)
// Select prize based on cumulative weight
currentWeight := 0
for _, prize := range prizes {
currentWeight += prize.Weight
if randomNumber < currentWeight {
return &prize
}
}
// Fallback to last prize
return &prizes[len(prizes)-1]
}