Reapply "feat(loyalty): EnakPoint & EnakCoin" (#32)

This reverts commit 4e24f9bbb0.
This commit is contained in:
efrilm
2026-09-30 15:31:44 +07:00
parent 4e24f9bbb0
commit 582dc75543
195 changed files with 20058 additions and 2177 deletions
+155 -89
View File
@@ -1,6 +1,7 @@
package processor
import (
"apskel-pos-be/internal/constants"
"apskel-pos-be/internal/entities"
"apskel-pos-be/internal/mappers"
"apskel-pos-be/internal/models"
@@ -8,33 +9,55 @@ import (
"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 *repository.GameRepository
gamePrizeRepo *repository.GamePrizeRepository
customerTokensRepo *repository.CustomerTokensRepository
customerPointsRepo repository.CustomerPointsRepository
gamePlayRepo repository.GamePlayRepository
gameRepo gameReader
gamePrizeRepo gamePrizeStock
wallet *WalletProcessor
spendable spendableReader
tx TxRunner
}
func NewGamePlayProcessor(
gamePlayRepo repository.GamePlayRepository,
gameRepo *repository.GameRepository,
gamePrizeRepo *repository.GamePrizeRepository,
customerTokensRepo *repository.CustomerTokensRepository,
customerPointsRepo repository.CustomerPointsRepository,
gameRepo gameReader,
gamePrizeRepo gamePrizeStock,
wallet *WalletProcessor,
spendable spendableReader,
tx TxRunner,
) *GamePlayProcessor {
return &GamePlayProcessor{
gamePlayRepo: gamePlayRepo,
gameRepo: gameRepo,
gamePrizeRepo: gamePrizeRepo,
customerTokensRepo: customerTokensRepo,
customerPointsRepo: customerPointsRepo,
gamePlayRepo: gamePlayRepo,
gameRepo: gameRepo,
gamePrizeRepo: gamePrizeRepo,
wallet: wallet,
spendable: spendable,
tx: tx,
}
}
@@ -76,6 +99,10 @@ func (p *GamePlayProcessor) ListGamePlays(ctx context.Context, query *models.Lis
}
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(
@@ -110,101 +137,140 @@ func (p *GamePlayProcessor) ListGamePlays(ctx context.Context, query *models.Lis
}, nil
}
// PlayGame handles the game playing logic
// 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) {
// Verify game exists and is active
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, errors.New("game is not active")
return nil, refuse("game is not active")
}
// Convert GameType to TokenType
tokenType := entities.TokenType(game.Type)
// Check if customer has enough tokens
customerTokens, err := p.customerTokensRepo.GetByCustomerIDAndType(ctx, req.CustomerID, tokenType)
cost, err := gameCoinCost(game.Metadata)
if err != nil {
return nil, fmt.Errorf("customer tokens not found: %w", err)
return nil, refuse("%s", err.Error())
}
if customerTokens.Balance < int64(req.TokenUsed) {
return nil, errors.New("insufficient tokens")
}
// Deduct tokens
err = p.customerTokensRepo.DeductTokens(ctx, req.CustomerID, tokenType, int64(req.TokenUsed))
if err != nil {
return nil, fmt.Errorf("failed to deduct tokens: %w", err)
}
// Get available prizes
availablePrizes, err := p.gamePrizeRepo.GetAvailablePrizes(ctx, req.GameID)
if err != nil {
return nil, fmt.Errorf("failed to get available prizes: %w", err)
}
if len(availablePrizes) == 0 {
return nil, errors.New("no prizes available")
}
// Convert entities to models for prize selection
prizeResponses := make([]models.GamePrizeResponse, len(availablePrizes))
for i, prize := range availablePrizes {
prizeResponses[i] = *mappers.ToGamePrizeResponse(&prize)
}
// Select prize based on weight
selectedPrize := p.selectPrizeByWeight(prizeResponses)
// Generate random seed for audit
randomSeed := fmt.Sprintf("%d", time.Now().UnixNano())
// Create game play record
gamePlay := &models.CreateGamePlayRequest{
GameID: req.GameID,
CustomerID: req.CustomerID,
TokenUsed: req.TokenUsed,
RandomSeed: &randomSeed,
}
gamePlayEntity := mappers.ToGamePlayEntity(gamePlay)
if selectedPrize != nil {
gamePlayEntity.PrizeID = &selectedPrize.ID
}
err = p.gamePlayRepo.Create(ctx, gamePlayEntity)
if err != nil {
// Rollback token deduction
p.customerTokensRepo.AddTokens(ctx, req.CustomerID, tokenType, int64(req.TokenUsed))
return nil, fmt.Errorf("failed to create game play: %w", err)
}
// Decrease prize stock if prize was won
if selectedPrize != nil {
err = p.gamePrizeRepo.DecreaseStock(ctx, selectedPrize.ID, 1)
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 {
// Log error but don't fail the transaction
fmt.Printf("Warning: failed to decrease prize stock: %v\n", err)
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)
// Get updated token balance
updatedTokens, err := p.customerTokensRepo.GetByCustomerIDAndType(ctx, req.CustomerID, tokenType)
// 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, fmt.Errorf("failed to get updated token balance: %w", err)
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(gamePlayEntity),
PrizeWon: selectedPrize,
TokensRemaining: updatedTokens.Balance,
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 (§8.1): "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 {