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>
42 lines
1.7 KiB
Go
42 lines
1.7 KiB
Go
package processor
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import (
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"fmt"
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"time"
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"apskel-pos-be/internal/entities"
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)
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// ValidateResult checks a result against a game's result_rules (docs/rfc-enakgame.md
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// §7.2 step 5) and returns why it is not believable, or nil when it is. A rule left
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// out does not apply, so a game without result_rules accepts every result.
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//
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// A failed result is not an error: the session completes, earns nothing and is
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// flagged, with these reasons in its reward_breakdown.
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func ValidateResult(rules entities.GameResultRules, result SessionResult, startedAt, submittedAt time.Time) []string {
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var reasons []string
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elapsed := submittedAt.Sub(startedAt).Seconds()
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if rules.MinDurationSeconds != nil && elapsed < float64(*rules.MinDurationSeconds) {
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reasons = append(reasons, fmt.Sprintf("played %.0f seconds, under the minimum of %d", elapsed, *rules.MinDurationSeconds))
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}
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if result.Score != nil {
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score := *result.Score
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if score < 0 {
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reasons = append(reasons, "score cannot be negative")
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}
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if rules.MaxScore != nil && score > *rules.MaxScore {
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reasons = append(reasons, fmt.Sprintf("score %d is above the maximum of %d", score, *rules.MaxScore))
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}
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if rules.MaxScorePerSecond != nil && score > 0 {
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// A score with no time played at all is never believable.
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if elapsed <= 0 || float64(score)/elapsed > *rules.MaxScorePerSecond {
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reasons = append(reasons, fmt.Sprintf("score %d in %.0f seconds is above %g per second", score, elapsed, *rules.MaxScorePerSecond))
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}
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}
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}
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if result.Outcome != nil && len(rules.Outcomes) > 0 && !containsString(rules.Outcomes, *result.Outcome) {
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reasons = append(reasons, fmt.Sprintf("unknown outcome %q", *result.Outcome))
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}
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return reasons
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}
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