GET /customer/enakgame/sessions takes optional game_id and status, so a game
reloaded mid-play finds the session it was running (status=STARTED) instead
of starting a new one and charging EnakCoin again. An invalid game_id or
status is refused.
integration-enakgame.md §4.4 now describes recovery after a reload: keep the
session_id in sessionStorage, continue a STARTED session before expires_at,
and call complete again for a COMPLETED one to get the full answer, prize
included. The mobile guide and RFC §11 mention the filters.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
One guide per team, covering EnakPoint, EnakCoin, EnakGame and vouchers:
- integration-mobile-customer.md: wallet, history (with the game and voucher
ledger types), push, PIN, exchange, transfer, game list and webview, play
history, voucher catalog, redeem and my vouchers.
- integration-pos.md: linking customers to orders, earning, receipts,
void/refund, and vouchers as a known gap (no POS endpoint to mark one used).
- integration-enakgame.md: the Phaser client's side of a play: start with
Idempotency-Key, complete, rewards, spin, expiry and refunds, retries.
- integration-backoffice.md: loyalty settings and customer wallets, plus
games, reward configs, spin setup, budgets, metrics and recommendations,
events, vouchers and code import, analytics.
The JS bridge between the app and the game is a proposal both teams still
have to agree on. Replaces api-enakpoint.md, integration-enakpoint.md,
mobile-customer-enakpoint.md, backoffice-enakpoint.md and enakgame-spin.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>