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>
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
2c9753fae7
commit
798a36bd6c
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package processor
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import (
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"context"
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"math"
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"sort"
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"time"
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"github.com/google/uuid"
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"apskel-pos-be/internal/constants"
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"apskel-pos-be/internal/entities"
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"apskel-pos-be/internal/models"
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)
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// The kinds of reward component (D6).
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const (
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// The game's own reward, paid by the global budget.
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gameRewardKindBase = "BASE"
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// What one event adds, paid by the event's budget.
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gameRewardKindEvent = "EVENT"
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)
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// The event limits (PRD §35), by the name the breakdown and the response give them.
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const (
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gameLimitEvent = "EVENT_LIMIT"
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gameLimitEventUserDaily = "EVENT_USER_DAILY"
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)
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// eventLifetimeDay is the day of an event's counter over its whole run (§5.8).
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var eventLifetimeDay = time.Date(1, 1, 1, 0, 0, 0, 0, time.UTC)
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// eventUserScope is the counter of one customer in one event: a name derived from
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// both, since a counter has one scope id (§5.8).
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func eventUserScope(eventID, customerID uuid.UUID) uuid.UUID {
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return uuid.NewSHA1(eventID, customerID[:])
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}
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// eventExtra is what an event adds to a base reward: base × (multiplier − 1), rounded
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// down to whole EnakCoin, plus the bonus. Each event works on the base, so events do
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// not multiply each other (PRD §16, "controlled stacking").
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func eventExtra(base int64, e *entities.GameEvent) int64 {
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var extra int64
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if e.Multiplier != nil {
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hundredths := int64(math.Round(*e.Multiplier * 100))
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extra = base * (hundredths - 100) / 100
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}
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if e.Bonus != nil {
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extra += *e.Bonus
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}
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return extra
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}
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// rewardComponents prices a believed base reward into its parts: the base, capped by
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// max_reward, then what each active event adds, highest priority first. The cap holds
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// for the total: what passes it is cut from the lowest priority event first. An event
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// adds nothing to a play that earned nothing.
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func rewardComponents(base, maxReward int64, events []entities.GameEvent) ([]gameRewardComponent, bool) {
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capped := false
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if maxReward > 0 && base > maxReward {
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base, capped = maxReward, true
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}
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if base <= 0 {
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return nil, capped
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}
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parts := []gameRewardComponent{{Kind: gameRewardKindBase, Earned: base, Amount: base}}
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total := base
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for i := range events {
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e := &events[i]
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extra := eventExtra(base, e)
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if extra <= 0 {
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continue
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}
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id := e.ID
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parts = append(parts, gameRewardComponent{
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Kind: gameRewardKindEvent, BudgetID: e.BudgetID, EventID: &id, Multiplier: e.Multiplier, Bonus: e.Bonus,
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Earned: extra, Amount: extra,
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})
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total += extra
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}
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if maxReward > 0 && total > maxReward {
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capped = true
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trimFromEnd(parts, total-maxReward, nil)
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}
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return parts, capped
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}
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// trimFromEnd takes cut off the parts, lowest priority event first and the base last.
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// release, when given, is told what came off each part.
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func trimFromEnd(parts []gameRewardComponent, cut int64, release func(*gameRewardComponent, int64) error) error {
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for i := len(parts) - 1; i >= 0 && cut > 0; i-- {
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d := parts[i].Amount
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if d > cut {
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d = cut
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}
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parts[i].Amount -= d
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cut -= d
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if release != nil && d > 0 {
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if err := release(&parts[i], d); err != nil {
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return err
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}
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}
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}
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return nil
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}
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// guardReward runs the parts of a reward through every limit (§9, PRD §35): first
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// each event's own limits on what it adds, then the daily limits on the total, which
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// cut events before the base. It returns the limits that cut.
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//
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// Counters are taken in one order for every completion (events by id, then user,
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// game, organization), so no two completions wait on each other the other way round.
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func (p *GameSessionProcessor) guardReward(ctx context.Context, session *entities.GameSession, game *entities.Game, events []entities.GameEvent,
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settings *models.OrganizationLoyaltySettings, now time.Time, parts []gameRewardComponent) ([]gameGuardCut, error) {
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byID := map[uuid.UUID]*entities.GameEvent{}
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for i := range events {
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byID[events[i].ID] = &events[i]
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}
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day := walletDay(now)
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order := make([]int, 0, len(parts))
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for i := range parts {
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if parts[i].Kind == gameRewardKindEvent {
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order = append(order, i)
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}
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}
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sort.Slice(order, func(a, b int) bool { return parts[order[a]].EventID.String() < parts[order[b]].EventID.String() })
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var cuts []gameGuardCut
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for _, i := range order {
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part := &parts[i]
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e := byID[*part.EventID]
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asked := part.Amount
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lifetime, err := p.counters.Consume(ctx, session.OrganizationID, constants.GameRewardScopeEvent, e.ID, eventLifetimeDay, asked, optionalLimit(e.RewardLimit))
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if err != nil {
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return nil, err
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}
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if lifetime < asked {
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cuts = append(cuts, gameGuardCut{Limit: gameLimitEvent, EventID: part.EventID, Value: optionalLimit(e.RewardLimit), Asked: asked, Allowed: lifetime})
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part.LimitedBy = append(part.LimitedBy, gameLimitEvent)
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}
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perUser, err := p.counters.Consume(ctx, session.OrganizationID, constants.GameRewardScopeEvent, eventUserScope(e.ID, session.CustomerID), day, lifetime, optionalLimit(e.UserDailyLimit))
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if err != nil {
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return nil, err
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}
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if perUser < lifetime {
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cuts = append(cuts, gameGuardCut{Limit: gameLimitEventUserDaily, EventID: part.EventID, Value: optionalLimit(e.UserDailyLimit), Asked: lifetime, Allowed: perUser})
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part.LimitedBy = append(part.LimitedBy, gameLimitEventUserDaily)
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if err := p.counters.Release(ctx, session.OrganizationID, constants.GameRewardScopeEvent, e.ID, eventLifetimeDay, lifetime-perUser); err != nil {
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return nil, err
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}
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}
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part.Amount = perUser
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}
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total := sumComponents(parts)
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if total == 0 {
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return cuts, nil
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}
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allowed, daily, err := p.applyGuard(ctx, session, game, settings, now, total)
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if err != nil {
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return nil, err
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}
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cuts = append(cuts, daily...)
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// The event counters took what the daily limits then cut: give it back.
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err = trimFromEnd(parts, total-allowed, func(part *gameRewardComponent, d int64) error {
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if part.Kind != gameRewardKindEvent {
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return nil
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}
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if err := p.counters.Release(ctx, session.OrganizationID, constants.GameRewardScopeEvent, *part.EventID, eventLifetimeDay, d); err != nil {
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return err
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}
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return p.counters.Release(ctx, session.OrganizationID, constants.GameRewardScopeEvent, eventUserScope(*part.EventID, session.CustomerID), day, d)
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})
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return cuts, err
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}
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func optionalLimit(limit *int64) int64 {
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if limit == nil {
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return 0
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}
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return *limit
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}
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func sumComponents(parts []gameRewardComponent) int64 {
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var total int64
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for _, part := range parts {
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total += part.Amount
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}
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return total
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}
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// rewardParts sums a stored breakdown's components into what the customer sees.
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func rewardParts(b gameRewardBreakdown) models.GameSessionRewardParts {
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var out models.GameSessionRewardParts
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for _, c := range b.Components {
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if c.Kind == gameRewardKindEvent {
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out.Event += c.Amount
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} else {
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out.Base += c.Amount
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}
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}
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return out
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}
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// paymentsByBudget merges the components paid by the same budget, in order, since a
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// budget pays one ledger row per session (D6).
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func paymentsByBudget(parts []gameRewardComponent) []gameRewardComponent {
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var out []gameRewardComponent
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index := map[uuid.UUID]int{}
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for _, part := range parts {
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if part.Amount <= 0 {
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continue
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}
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if i, ok := index[part.BudgetID]; ok {
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out[i].Amount += part.Amount
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continue
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}
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index[part.BudgetID] = len(out)
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out = append(out, gameRewardComponent{BudgetID: part.BudgetID, Kind: part.Kind, Amount: part.Amount})
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}
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return out
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}
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