===================== Integrating with GAME ===================== .. admonition:: Who is this page for? :class: note Integrators wiring GAME into a product. This is the *task-oriented* guide: how to do each thing. For the exhaustive endpoint list see :doc:`rest-api`; for scoring logic see :doc:`strategies`. All paths below are relative to the API base ``/api/v1`` and require authentication (:doc:`authentication`). The mental model ================ A typical integration touches four objects in order:: Game ──contains──► Task ──scored by──► Strategy ──awards──► Points ──► Wallet You create a **game** once, add **tasks** to it, then report user activity against tasks to award **points**, which accrue into each user's **wallet**. Managing games ============== Create a game ------------- .. code-block:: bash POST /api/v1/games { "externalGameId": "game-001", "platform": "web", "strategyId": "default" } * ``externalGameId`` - *your* identifier for the campaign (unique per key). * ``platform`` - free-form label for where the game runs. * ``strategyId`` - the **default** strategy for the game's tasks. Use a built-in id (e.g. ``default``) or a custom one (``custom:``). Omit to fall back to ``default``. The response includes the internal ``gameId`` (UUID) - address the game by this id thereafter. Read, update, duplicate, delete ------------------------------- .. list-table:: :header-rows: 1 :widths: 30 70 * - Operation - Endpoint * - List games (paginated) - ``GET /games`` * - Get one game - ``GET /games/{gameId}`` * - Update game (partial) - ``PATCH /games/{gameId}`` - including switching ``strategyId`` * - Duplicate a game (with its tasks/params) - ``POST /games/{gameId}/duplicate`` * - Delete a game - ``DELETE /games/{gameId}`` * - Inspect a game's effective strategy - ``GET /games/{gameId}/strategy`` * - List enrolled users - ``GET /games/{gameId}/users`` ``PATCH`` accepts a ``custom:`` strategy id and validates it against the custom-strategy registry, so you can move a live game onto a DSL strategy without recreating it. Managing tasks ============== Tasks live under a game and inherit its strategy unless they declare their own. .. code-block:: bash POST /api/v1/games/{gameId}/tasks { "externalTaskId": "task-login" } .. list-table:: :header-rows: 1 :widths: 34 66 * - Operation - Endpoint * - Create a task - ``POST /games/{gameId}/tasks`` * - Create many at once - ``POST /games/{gameId}/tasks/bulk`` * - List tasks in a game - ``GET /games/{gameId}/tasks`` * - Get one task (by external id) - ``GET /games/{gameId}/tasks/{externalTaskId}`` * - Update a task (partial) - ``PATCH /games/{gameId}/tasks/{taskId}`` - including its params/strategy * - Duplicate a task - ``POST /games/{gameId}/tasks/{taskId}/duplicate`` * - Delete a task - ``DELETE /games/{gameId}/tasks/{taskId}`` .. note:: Reads use the **external** task id; mutations that target a specific row (PATCH/DELETE/duplicate) use the internal **taskId** (UUID). The :doc:`domain-model` explains the internal/external split. Awarding points =============== The core write. Report that a user did something worth scoring: .. code-block:: bash POST /api/v1/games/{gameId}/tasks/{externalTaskId}/points { "externalUserId": "user-123", "data": { "event": "task_completed", "source": "mobile-app" }, "isSimulated": false } Response:: { "points": 20, "caseName": "variable_basic_points", "isACreatedUser": true, "gameId": "4ce32be2-...-0520", "externalTaskId": "task-login", "created_at": "2026-02-10T12:30:00Z" } Key behaviors: * **Lazy users** - an unknown ``externalUserId`` is created on the fly; ``isACreatedUser`` tells you whether that happened. * **``data``** - an arbitrary payload passed to the strategy and stored with the award. Adaptive strategies read it (e.g. completion time). * **``caseName``** - the human-readable reason the awarding rule fired; the same field appears in analytics. * **``isSimulated``** - when ``true``, scoring runs but **nothing is persisted** (no points, no wallet movement). See :doc:`strategies`. Idempotency ----------- Supply an idempotency key (request header, surfaced into the event as ``eventId``) and a retried request will **not** double-award. Pair this with a correlation id header to trace a request end to end through the logs. This is what makes point assignment safe to retry on network failure. Rate limits ----------- Scoring and action endpoints are rate-limited per API key, per IP, and per external user, plus a daily quota per key. Exceeding a limit returns ``429``. Tune the thresholds via the ``ABUSE_*`` variables in :doc:`configuration`; the model is detailed in :doc:`security`. Recording explicit actions -------------------------- Some games award points as a side effect of an action event rather than a direct points call: .. code-block:: bash POST /api/v1/games/{gameId}/tasks/{externalTaskId}/action { "typeAction": "TASK_COMPLETED", "data": { "durationSeconds": 84, "source": "mobile-app" }, "description": "User completed the task from mobile flow", "externalUserId": "user-123" } This persists a ``UserActions`` record (audit + scoring input) and, when the game requires it, drives point assignment. Reading points ============== GAME exposes aggregates at every granularity: .. list-table:: :header-rows: 1 :widths: 52 48 * - Question - Endpoint * - All points in a game (by task & user) - ``GET /games/{gameId}/points`` * - …with per-award detail history - ``GET /games/{gameId}/points/details`` * - One user's total in a game - ``GET /games/{gameId}/users/{externalUserId}/points`` * - All users' points in a task - ``GET /games/{gameId}/tasks/{externalTaskId}/points`` * - …with per-award detail - ``GET /games/{gameId}/tasks/{externalTaskId}/points/details`` * - One user in one task - ``GET /games/{gameId}/tasks/{externalTaskId}/users/{externalUserId}/points`` * - A user's points across everything - ``GET /users/{externalUserId}/points`` * - Bulk/filtered points query - ``POST /users/points/query`` Aggregates carry both ``points`` (total) and ``timesAwarded`` (how many scoring events produced it). Wallets & the economy ===================== Each user has exactly one wallet tracking a points balance and a coins balance, governed by a conversion rate (see :doc:`domain-model`). .. list-table:: :header-rows: 1 :widths: 44 56 * - Operation - Endpoint * - Read a user's wallet - ``GET /users/{externalUserId}/wallet`` * - Preview a points→coins conversion - ``GET /users/{externalUserId}/convert/preview`` * - Execute a conversion - ``POST /users/{externalUserId}/convert`` Conversions are recorded as ``WalletTransactions`` with the ``appliedConversionRate`` at the time, so the ledger is always reconstructable. Analytics, KPIs & exports ========================= .. list-table:: :header-rows: 1 :widths: 40 60 * - Need - Endpoint * - Dashboard summary / log feed - ``GET /dashboard/summary``, ``GET /dashboard/summary/logs`` * - Service health - ``GET /kpi/health_check`` * - Data exports (CSV-style history) - ``GET /exports/users``, ``/exports/user-points``, ``/exports/user-interactions``, ``/exports/wallet-transactions``, ``/exports/history`` Export operations are recorded in an ``ExportAuditLog`` for compliance. A complete integration sketch ============================= .. code-block:: text 1. (admin, once) POST /apikey/create → API_KEY 2. POST /games → gameId 3. POST /games/{gameId}/tasks → task(s) 4. (optional) PATCH game/task to attach a strategy (built-in or custom) 5. (per event) POST /games/{gameId}/tasks/{externalTaskId}/points with an idempotency key → points + caseName 6. (on demand) GET …/points and …/wallet → read state 7. (optional) POST /users/{externalUserId}/convert → spend points Next: :doc:`strategies` to control *how many* points step 5 awards, and :doc:`rest-api` for the full surface.