bcc4f5104a
purchase_items: generic atomic debit + mint of several items (fail-closed) for open-on-buy Store packs (Store BUY returns items immediately) + POST /economy/purchase-items route. Import: add optional entitlements[] to ProfileImportRequest, seeding unconsumed packs rows in the same transaction (so a source's unopened packs become Core entitlements); idempotency via the existing import fingerprint. Tests: 2 purchase_items unit + endpoint + entitlement-seed import. Core matrix 45 lib + 116 integration + 9 import green; clippy clean.
164 lines
5.1 KiB
Rust
164 lines
5.1 KiB
Rust
//! Generic economy HTTP boundary.
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//!
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//! Exposes [`crate::services::economy`] over the same game-scoped active-profile
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//! resolution every other Core route uses ([`GameId`] header → active profile →
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//! club). The caller (a game host) never supplies a club id; Core maps the game
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//! to its authoritative club, so there is no cross-club economy access. Every
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//! op is a single durable SQLite transaction in the service layer.
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//!
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//! This surface is deliberately game-neutral: no currency names, pack ids, or
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//! wire semantics — those live in the game host/adapter.
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use axum::{extract::State, Json};
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use serde::{Deserialize, Serialize};
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use crate::{
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app::AppState,
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error::AppResult,
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extractors::GameId,
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services::{club as club_svc, economy, economy::GrantedItem, profile as profile_svc},
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};
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/// Resolve the game-scoped active profile's club id.
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async fn resolve_club(state: &AppState, game: &GameId) -> AppResult<String> {
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let profile = profile_svc::get_active_profile(&state.pool, game.as_str()).await?;
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let club = club_svc::get_club_by_profile(&state.pool, &profile.id).await?;
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Ok(club.id)
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}
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#[derive(Serialize)]
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pub struct BalanceResponse {
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pub balance: i64,
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}
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/// `GET /economy/balance` — the club's currency balance.
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pub async fn get_balance(
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State(state): State<AppState>,
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game: GameId,
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) -> AppResult<Json<BalanceResponse>> {
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let club = resolve_club(&state, &game).await?;
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let balance = economy::balance(&state.pool, &club).await?;
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Ok(Json(BalanceResponse { balance }))
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}
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/// `GET /economy/entitlements` — the club's unconsumed entitlements.
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pub async fn get_entitlements(
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State(state): State<AppState>,
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game: GameId,
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) -> AppResult<Json<Vec<economy::Entitlement>>> {
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let club = resolve_club(&state, &game).await?;
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Ok(Json(
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economy::list_unopened_entitlements(&state.pool, &club).await?,
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))
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}
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#[derive(Deserialize)]
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pub struct PurchaseEntitlementRequest {
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pub cost: i64,
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pub definition_id: String,
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}
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/// `POST /economy/purchase-entitlement` — atomic debit + grant.
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pub async fn post_purchase_entitlement(
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State(state): State<AppState>,
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game: GameId,
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Json(req): Json<PurchaseEntitlementRequest>,
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) -> AppResult<Json<economy::PurchaseReceipt>> {
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let club = resolve_club(&state, &game).await?;
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Ok(Json(
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economy::purchase_entitlement(&state.pool, &club, req.cost, &req.definition_id).await?,
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))
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}
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#[derive(Deserialize)]
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pub struct RedeemEntitlementRequest {
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pub entitlement_id: String,
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pub items: Vec<GrantedItem>,
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}
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#[derive(Serialize)]
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pub struct RedeemEntitlementResponse {
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pub definition_id: String,
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}
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/// `POST /economy/redeem-entitlement` — atomic consume-once + add items.
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pub async fn post_redeem_entitlement(
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State(state): State<AppState>,
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game: GameId,
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Json(req): Json<RedeemEntitlementRequest>,
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) -> AppResult<Json<RedeemEntitlementResponse>> {
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let club = resolve_club(&state, &game).await?;
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let definition_id =
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economy::redeem_entitlement(&state.pool, &club, &req.entitlement_id, &req.items).await?;
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Ok(Json(RedeemEntitlementResponse { definition_id }))
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}
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#[derive(Deserialize)]
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pub struct SellItemRequest {
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pub item_id: String,
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pub price: i64,
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}
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/// `POST /economy/sell-item` — atomic remove + credit.
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pub async fn post_sell_item(
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State(state): State<AppState>,
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game: GameId,
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Json(req): Json<SellItemRequest>,
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) -> AppResult<Json<BalanceResponse>> {
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let club = resolve_club(&state, &game).await?;
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let balance = economy::sell_item(&state.pool, &club, &req.item_id, req.price).await?;
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Ok(Json(BalanceResponse { balance }))
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}
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#[derive(Deserialize)]
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pub struct GrantRewardRequest {
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pub amount: i64,
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}
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/// `POST /economy/grant-reward` — atomic credit.
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pub async fn post_grant_reward(
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State(state): State<AppState>,
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game: GameId,
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Json(req): Json<GrantRewardRequest>,
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) -> AppResult<Json<BalanceResponse>> {
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let club = resolve_club(&state, &game).await?;
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let balance = economy::grant_reward(&state.pool, &club, req.amount).await?;
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Ok(Json(BalanceResponse { balance }))
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}
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#[derive(Deserialize)]
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pub struct PurchaseItemRequest {
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pub cost: i64,
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pub item_id: String,
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pub card_id: String,
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}
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/// `POST /economy/purchase-item` — atomic debit + mint item.
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pub async fn post_purchase_item(
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State(state): State<AppState>,
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game: GameId,
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Json(req): Json<PurchaseItemRequest>,
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) -> AppResult<Json<BalanceResponse>> {
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let club = resolve_club(&state, &game).await?;
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let balance =
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economy::purchase_item(&state.pool, &club, req.cost, &req.item_id, &req.card_id).await?;
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Ok(Json(BalanceResponse { balance }))
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}
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#[derive(Deserialize)]
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pub struct PurchaseItemsRequest {
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pub cost: i64,
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pub items: Vec<GrantedItem>,
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}
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/// `POST /economy/purchase-items` — atomic debit + mint several items.
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pub async fn post_purchase_items(
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State(state): State<AppState>,
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game: GameId,
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Json(req): Json<PurchaseItemsRequest>,
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) -> AppResult<Json<BalanceResponse>> {
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let club = resolve_club(&state, &game).await?;
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let balance = economy::purchase_items(&state.pool, &club, req.cost, &req.items).await?;
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Ok(Json(BalanceResponse { balance }))
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}
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