Merge pull request 'feat(enakgame): filter play history by game and status' (#45) from feat/enakgame into staging

Reviewed-on: #45
This commit was merged in pull request #45.
This commit is contained in:
2026-10-09 15:24:14 +02:00
10 changed files with 129 additions and 24 deletions
+40 -6
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@@ -30,7 +30,8 @@ Alasan di balik aturannya ada di [`rfc-enakgame.md`](./rfc-enakgame.md) dan
selalu `reward_total` dari backend.
3. **Satu tap "Main" = satu `Idempotency-Key`.** Retry memakai key yang sama.
4. **Token customer adalah rahasia.** Hanya diterima lewat bridge, disimpan di memori,
tidak pernah ditaruh di URL, `localStorage`, cookie, log, atau analytics.
tidak pernah ditaruh di URL, `localStorage`, `sessionStorage`, cookie, log, atau
analytics. (`session_id` boleh disimpan di `sessionStorage`, §4.4.)
5. **Semua jumlah bilangan bulat.** Tidak ada pecahan EnakCoin.
6. **Main game tidak butuh PIN.**
@@ -94,7 +95,8 @@ tunggu `token`, lalu ulangi request yang sama.
## 4. Alur satu kali main
```
init ─► GET /customer/enakgame/games ─► tampilkan biaya (dan roda, untuk spin)
init ─► cek session yang masih berjalan (§4.4)
─► GET /customer/enakgame/games ─► tampilkan biaya (dan roda, untuk spin)
─► tap Main ─► POST /customer/enakgame/sessions (EnakCoin dipotong)
─► permainan berjalan (batas waktu: expires_at)
─► POST /customer/enakgame/sessions/:id/complete (server menghitung hadiah)
@@ -227,9 +229,13 @@ sepakati daftarnya dengan tim backoffice.
| `310` | `score` bukan bilangan bulat atau `outcome` bukan string | Bug di game |
| `404` | Session tidak ada / milik customer lain | Pesan umum |
### 4.4 Cek status — `GET /customer/enakgame/sessions/:id`
### 4.4 Pemulihan setelah reload
Untuk memulihkan keadaan, mis. game dimuat ulang saat session masih berjalan:
Webview bisa memuat ulang halaman game (aplikasi ke background, memori habis, crash)
saat customer sedang main. EnakCoin sudah terpotong, jadi game wajib menemukan lagi
session-nya. Dua endpoint dipakai:
**Satu session** — `GET /customer/enakgame/sessions/:id`
```json
{
@@ -238,8 +244,35 @@ Untuk memulihkan keadaan, mis. game dimuat ulang saat session masih berjalan:
}
```
`status`: `STARTED`, `COMPLETED`, `REFUNDED`, atau `EXPIRED`. Riwayat main customer ada
di `GET /customer/enakgame/sessions?page=1&limit=20` (dipakai aplikasi, bukan game).
`status`: `STARTED`, `COMPLETED`, `REFUNDED`, atau `EXPIRED`. Response ini tidak memuat
`prize` atau rincian hadiah; untuk itu kirim ulang complete (lihat di bawah).
**Mencari session** — `GET /customer/enakgame/sessions?game_id=8a1f…&status=STARTED&limit=1`
Bentuk item sama dengan di atas, dibungkus `data` + `pagination`, terbaru di atas.
Semua query opsional: `game_id`, `status` (`STARTED`, `COMPLETED`, `REFUNDED`,
`EXPIRED`), `page`, `limit`. `status` atau `game_id` yang tidak valid ditolak `304`.
**Alurnya, setiap kali menerima `init`:**
1. Simpan `session_id` di **`sessionStorage`** setiap kali start berhasil, dan hapus
setelah hasilnya ditampilkan. `session_id` bukan rahasia; token tetap hanya di
memori (§1).
2. Bila ada `session_id` tersimpan, panggil `GET /sessions/:id`. Bila tidak ada (mis.
webview dibuka ulang dari awal), panggil
`GET /sessions?game_id=<game_id>&status=STARTED&limit=1`.
3. Tindak lanjuti sesuai status:
| Keadaan | Yang dilakukan game |
|---|---|
| `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 |
| `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 |
| `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 |
| `REFUNDED` | "EnakCoin kamu dikembalikan." |
| `EXPIRED` | "Waktu bermain habis." |
| Tidak ada session | Tampilkan layar awal seperti biasa |
Riwayat main lengkap (tanpa filter) dipakai aplikasi customer, bukan game.
---
@@ -289,6 +322,7 @@ saja.
- [ ] Bridge sesuai kontrak §2 yang sudah disepakati dengan tim aplikasi.
- [ ] Token hanya di memori; tidak ada di URL, storage, log, atau analytics.
- [ ] Pemulihan setelah reload (§4.4): session `STARTED` dilanjutkan, bukan start baru; `COMPLETED` ditampilkan lewat complete ulang.
- [ ] Biaya main dan label event tampil sebelum main.
- [ ] Satu `Idempotency-Key` per tap Main, dipakai ulang saat retry.
- [ ] Complete hanya mengirim `score` / `outcome` / `data`, tidak pernah hadiah.
+3
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@@ -616,6 +616,9 @@ kembali", lalu tutup. Tidak perlu mengirim pesan ke game.
### 8.4 Riwayat main — `GET /customer/enakgame/sessions?page=1&limit=20`
Query opsional `game_id` (riwayat satu game) dan `status` (`STARTED`, `COMPLETED`,
`REFUNDED`, `EXPIRED`) untuk filter atau tab.
```json
{
"data": [
+1 -1
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@@ -842,7 +842,7 @@ tambahkan snapshot harian, bukan cache yang di-invalidate.
| `POST` | `/sessions` | §7.1. Wajib `Idempotency-Key` |
| `POST` | `/sessions/:id/complete` | §7.2. Idempotent tanpa header |
| `GET` | `/sessions/:id` | Status dan hasil |
| `GET` | `/sessions` | Riwayat main |
| `GET` | `/sessions` | Riwayat main; filter opsional `game_id`, `status` (dipakai game untuk menemukan session `STARTED` setelah reload) |
Prefix `/enakgame` dipakai karena `/customer/games` sudah dipakai alur spin lama.
@@ -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.
+10
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@@ -189,6 +189,16 @@ type CustomerGameSession struct {
RefundReason *string `json:"refund_reason"`
}
// GameSessionListQuery filters a customer's play history. The game client uses
// game_id with status=STARTED to find the play it was running before a reload.
type GameSessionListQuery struct {
GameID string `form:"game_id"`
// STARTED, COMPLETED, REFUNDED or EXPIRED; empty for all.
Status string `form:"status"`
Page int `form:"page"`
Limit int `form:"limit"`
}
// GameSessionCompleteInput is what the client reports at the end of a play (§7.2): data
// only. Anything else it sends, a reward amount above all, is ignored (P1).
type GameSessionCompleteInput struct {
+24 -2
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@@ -675,12 +675,34 @@ func TestGameSession_CustomerReads(t *testing.T) {
_, err = e.sessions.GetSession(ctx, e.bob, started.SessionID)
assert.ErrorIs(t, err, repository.ErrGameSessionNotFound, "another customer's session")
page, err := e.sessions.ListSessions(ctx, e.alice, 1, 10)
page, err := e.sessions.ListSessions(ctx, e.alice, models.GameSessionListQuery{Page: 1, Limit: 10})
require.NoError(t, err)
assert.EqualValues(t, 1, page.Pagination.Total)
page, err = e.sessions.ListSessions(ctx, e.bob, 1, 10)
page, err = e.sessions.ListSessions(ctx, e.bob, models.GameSessionListQuery{Page: 1, Limit: 10})
require.NoError(t, err)
assert.Empty(t, page.Data)
// After a reload, the game finds the play it was running by game and status.
other := e.playableGame(e.orgA, "other", 1)
otherStarted, err := e.sessions.Start(ctx, e.alice, other.ID, "k2")
require.NoError(t, err)
_, err = e.sessions.Complete(ctx, e.alice, otherStarted.SessionID, models.GameSessionCompleteInput{})
require.NoError(t, err)
running, err := e.sessions.ListSessions(ctx, e.alice, models.GameSessionListQuery{GameID: game.ID.String(), Status: "started"})
require.NoError(t, err)
require.Len(t, running.Data, 1)
assert.Equal(t, started.SessionID, running.Data[0].ID)
running, err = e.sessions.ListSessions(ctx, e.alice, models.GameSessionListQuery{GameID: other.ID.String(), Status: constants.GameSessionStatusStarted})
require.NoError(t, err)
assert.Empty(t, running.Data, "the other game's play is completed")
all, err := e.sessions.ListSessions(ctx, e.alice, models.GameSessionListQuery{})
require.NoError(t, err)
assert.EqualValues(t, 2, all.Pagination.Total)
_, err = e.sessions.ListSessions(ctx, e.alice, models.GameSessionListQuery{Status: "PLAYING"})
assert.ErrorIs(t, err, ErrGameSessionRejected)
_, err = e.sessions.ListSessions(ctx, e.alice, models.GameSessionListQuery{GameID: "runner"})
assert.ErrorIs(t, err, ErrGameSessionRejected)
}
// gameWith makes an ACTIVE game of org A with the given result rules and an active
+20 -4
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@@ -419,10 +419,26 @@ func (p *GameSessionProcessor) ListGames(ctx context.Context, customerID uuid.UU
return out, nil
}
// ListSessions returns a page of the customer's sessions, newest first.
func (p *GameSessionProcessor) ListSessions(ctx context.Context, customerID uuid.UUID, page, limit int) (*models.PaginatedResponse[models.CustomerGameSession], error) {
page, limit = enakGamePage(page, limit)
sessions, total, err := p.sessions.ListCustomerSessions(ctx, customerID, (page-1)*limit, limit)
// ListSessions returns a page of the customer's sessions, newest first, of one game
// or status when asked.
func (p *GameSessionProcessor) ListSessions(ctx context.Context, customerID uuid.UUID, q models.GameSessionListQuery) (*models.PaginatedResponse[models.CustomerGameSession], error) {
page, limit := enakGamePage(q.Page, q.Limit)
filter := repository.CustomerSessionFilter{CustomerID: customerID, Offset: (page - 1) * limit, Limit: limit}
if s := strings.TrimSpace(q.GameID); s != "" {
id, err := uuid.Parse(s)
if err != nil {
return nil, gameSessionRejected("game_id must be a UUID")
}
filter.GameID = &id
}
switch status := strings.ToUpper(strings.TrimSpace(q.Status)); status {
case "", constants.GameSessionStatusStarted, constants.GameSessionStatusCompleted,
constants.GameSessionStatusRefunded, constants.GameSessionStatusExpired:
filter.Status = status
default:
return nil, gameSessionRejected("status must be STARTED, COMPLETED, REFUNDED or EXPIRED")
}
sessions, total, err := p.sessions.ListCustomerSessions(ctx, filter)
if err != nil {
return nil, err
}
@@ -287,7 +287,7 @@ func TestGameSessionRepository_ReadsAndMoves(t *testing.T) {
assert.True(t, got.Flagged)
assert.NotNil(t, got.CompletionFailedAt)
sessions, total, err := f.sessions.ListCustomerSessions(ctx, f.customer, 0, 1)
sessions, total, err := f.sessions.ListCustomerSessions(ctx, CustomerSessionFilter{CustomerID: f.customer, Limit: 1})
require.NoError(t, err)
assert.EqualValues(t, 2, total)
assert.Len(t, sessions, 1)
+21 -3
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@@ -50,7 +50,7 @@ type GameSessionRepository interface {
GetSessionBySpendTransaction(ctx context.Context, spendTransactionID uuid.UUID) (*entities.GameSession, error)
// ListCustomerSessions returns a page of a customer's sessions, newest first, and
// the total.
ListCustomerSessions(ctx context.Context, customerID uuid.UUID, offset, limit int) ([]entities.GameSession, int64, error)
ListCustomerSessions(ctx context.Context, filter CustomerSessionFilter) ([]entities.GameSession, int64, error)
CompleteSession(ctx context.Context, id uuid.UUID, completion GameSessionCompletion) (bool, error)
RefundSession(ctx context.Context, id, refundTransactionID uuid.UUID, reason string, endedAt time.Time) (bool, error)
@@ -116,8 +116,26 @@ func (r *gameSessionRepository) GetSessionBySpendTransaction(ctx context.Context
return r.first(DBFromContext(ctx, r.db).WithContext(ctx).Where("spend_transaction_id = ?", spendTransactionID))
}
func (r *gameSessionRepository) ListCustomerSessions(ctx context.Context, customerID uuid.UUID, offset, limit int) ([]entities.GameSession, int64, error) {
q := DBFromContext(ctx, r.db).WithContext(ctx).Model(&entities.GameSession{}).Where("customer_id = ?", customerID)
// CustomerSessionFilter selects a customer's sessions.
type CustomerSessionFilter struct {
CustomerID uuid.UUID
// Nil for every game.
GameID *uuid.UUID
// Empty for every status.
Status string
Offset int
Limit int
}
func (r *gameSessionRepository) ListCustomerSessions(ctx context.Context, filter CustomerSessionFilter) ([]entities.GameSession, int64, error) {
q := DBFromContext(ctx, r.db).WithContext(ctx).Model(&entities.GameSession{}).Where("customer_id = ?", filter.CustomerID)
if filter.GameID != nil {
q = q.Where("game_id = ?", *filter.GameID)
}
if filter.Status != "" {
q = q.Where("status = ?", filter.Status)
}
offset, limit := filter.Offset, filter.Limit
var total int64
if err := q.Count(&total).Error; err != nil {
return nil, 0, fmt.Errorf("failed to count game sessions: %w", err)
+3 -3
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@@ -72,7 +72,7 @@ type EnakGameCustomerService interface {
ListGames(ctx context.Context, customerID uuid.UUID) *contract.Response
StartSession(ctx context.Context, customerID uuid.UUID, req *contract.StartGameSessionRequest, idempotencyKey string) *contract.Response
CompleteSession(ctx context.Context, customerID, sessionID uuid.UUID, in models.GameSessionCompleteInput) *contract.Response
ListSessions(ctx context.Context, customerID uuid.UUID, page, limit int) *contract.Response
ListSessions(ctx context.Context, customerID uuid.UUID, q models.GameSessionListQuery) *contract.Response
GetSession(ctx context.Context, customerID, sessionID uuid.UUID) *contract.Response
ListVouchers(ctx context.Context, customerID uuid.UUID) *contract.Response
@@ -371,8 +371,8 @@ func (s *EnakGameCustomerServiceImpl) CompleteSession(ctx context.Context, custo
return respond(ctx, completion, err)
}
func (s *EnakGameCustomerServiceImpl) ListSessions(ctx context.Context, customerID uuid.UUID, page, limit int) *contract.Response {
sessions, err := s.sessions.ListSessions(ctx, customerID, page, limit)
func (s *EnakGameCustomerServiceImpl) ListSessions(ctx context.Context, customerID uuid.UUID, q models.GameSessionListQuery) *contract.Response {
sessions, err := s.sessions.ListSessions(ctx, customerID, q)
return respond(ctx, sessions, err)
}