# Go SDK

> Install the GameCoin SDK for Go and use it from your game backend to manage wallets, the ledger, inventory, checkouts and refunds.

The Go SDK is the server SDK for backends written in Go. It holds your **secret key**, so it belongs on your server, never in a browser or a game client. For the browser, use the [browser SDK](/docs/sdk/browser). Not sure which SDK you need? Start with [Server SDKs](/docs/sdk/server).

## Install

> [!NOTE]
> The SDK is a pre-release (version 0.1.0) and is **not published yet**: the module is not available through `go get` today. The module path below is the planned one and may change before the first release.

```bash
go get github.com/apilow/gamecoin-go
```

It needs Go 1.21 or later and uses the standard library only (`net/http`, `encoding/json`, `crypto/rand`). The package is named `gamecoin`:

```go
import (
	"context"
	"errors"
	"fmt"
	"io"
	"log"
	"net/http"
	"os"
	"strings"
	"time"

	gamecoin "github.com/apilow/gamecoin-go"
)
```

The examples on this page use these imports, a `ctx` and a `client`, and a tiny helper that stops the program on an error:

```go
func check(err error) {
	if err != nil {
		log.Fatal(err)
	}
}
```

## Create the client

Create one client per game and environment, keep it, and share it: it is safe for concurrent use and reuses its connections. The key decides both: `gc_sk_test_…` talks to the test environment, `gc_sk_live_…` to the live one. Read it from an environment variable or a secret manager, never from your code.

```go
ctx := context.Background()
client, err := gamecoin.New(os.Getenv("GAMECOIN_SECRET_KEY"), gamecoin.WithBaseURL("https://gamecoin.apilow.com"))
check(err)
fmt.Println(client.Environment()) // test or live, read from the key
```

`https://gamecoin.apilow.com` is the address of this service, which is also the default (`gamecoin.DefaultBaseURL`): you only need `WithBaseURL` to point the SDK at another address. Every option is optional:

| Option | Default | Meaning |
|---|---|---|
| `WithBaseURL(url)` | `https://gamecoin.apilow.com` | Origin of the service. The SDK appends `/api/v1`, drops trailing slashes and keeps a path prefix. Only `http` and `https` are accepted. |
| `WithTimeout(d)` | 30 seconds | A `time.Duration` for each HTTP attempt: a retry gets a fresh one. |
| `WithMaxRetries(n)` | `2` | Retries after the first attempt, from `0` to `10`: three attempts by default. `0` turns retries off. |
| `WithHTTPClient(c)` | a client of its own | Your own `*http.Client`: a proxy, a custom transport, instrumentation. The SDK never modifies it. See [Testing your integration](#testing-your-integration). |

```go
tuned, err := gamecoin.New(
	os.Getenv("GAMECOIN_SECRET_KEY"),
	gamecoin.WithBaseURL("https://gamecoin.apilow.com"),
	gamecoin.WithTimeout(10*time.Second), // give up on an attempt after 10 seconds
	gamecoin.WithMaxRetries(3),           // retry up to three times, four attempts in all
)
check(err)
fmt.Println(tuned.Environment())
```

`gamecoin.New` refuses anything that is not a secret key, before any request, with an error that wraps `gamecoin.ErrInvalidArgument`. A publishable key (`gc_pk_…`) gets a message that points to the browser SDK. The key is trimmed, so a trailing newline from a file does no harm. It never appears in an error, and the string form of the client (`%v`, `%+v`, `%#v`) shows its prefix only (`gc_sk_test_…`).

## Players and the Ext helper

A player is a GameCoin player id, or **your own id** through `gamecoin.Ext()`:

```go
player := gamecoin.Ext("user-42")
fmt.Println(player) // ext:user-42
```

Any string works as your id (spaces, slashes, `%` and accents included): the SDK percent-encodes the whole reference exactly once. With a secret key, a write on an unknown `ext:` player creates it, so there is no registration step. A read of an unknown player fails with `NOT_FOUND`. To name a player by its GameCoin id, use `gamecoin.PlayerID(id)`.

```go
name, country := "Alice", "BE"
profile, err := client.Players.Upsert(ctx, player, &gamecoin.PlayerProfile{DisplayName: &name, Country: &country})
check(err)
same, err := client.Players.Get(ctx, player)
check(err)
fmt.Println(profile.ID == same.ID, *profile.ExternalID, profile.Kind) // true user-42 external

// A one-hour token for the browser SDK of your game client
token, err := client.Players.CreateToken(ctx, player)
check(err)
fmt.Println(strings.HasPrefix(token.Token, "gc_pt_"), token.ExpiresAt.After(time.Now())) // true true
```

In a `PlayerProfile`, a `nil` field is left unchanged. To clear a field, list it in `Clear`:

```go
cleared, err := client.Players.Upsert(ctx, player, &gamecoin.PlayerProfile{Clear: []gamecoin.ProfileField{gamecoin.FieldDisplayName}})
check(err)
fmt.Println(cleared.DisplayName == nil, *cleared.Country) // true BE
```

## Wallet

A balance has two buckets: `Paid` (bought with real money) and `Bonus` (granted or earned). A grant always credits `Bonus`. A spend takes from `Bonus` first, then from `Paid`, unless your game reverses that order in its settings.

```go
granted, err := client.Wallet.Grant(ctx, player, gamecoin.GrantParams{Currency: "gems", Amount: 100, Reason: "welcome_gift"})
check(err)
fmt.Println(granted.Balance.Total, granted.Balance.Currency) // 100 gems

spent, err := client.Wallet.Spend(ctx, player, gamecoin.SpendParams{Currency: "gems", Amount: 30, Reason: "revive"})
check(err)
fmt.Println(spent.Balance.Total, spent.Entry.Type) // 70 spend
```

`Amount` is an `int64` of at least 1. `Reason` is a short text and `Metadata` a `map[string]string`: both are recorded on the ledger entry.

```go
reward, err := client.Wallet.Grant(ctx, player, gamecoin.GrantParams{
	Currency: "gold",
	Amount:   25,
	Reason:   "daily_reward",
	Metadata: map[string]string{"day": "3"},
})
check(err)
fmt.Println(reward.Entry.Type, reward.Entry.BonusDelta, reward.Balance.Total) // grant 25 25
```

`Wallet.Get` returns one balance per active currency, zeros included:

```go
wallet, err := client.Wallet.Get(ctx, player)
check(err)
for _, b := range wallet.Balances {
	fmt.Println(b.Currency, b.Paid, b.Bonus, b.Total)
}
// gems 0 70 70
// gold 0 25 25
```

## Ledger

The ledger is the immutable history of every change to a wallet, newest first. `Ledger.List` returns one page and a cursor; `Limit` is the page size, from 1 to 100 (`0` means the default of 20). A `nil` `*LedgerListParams` lists the first page.

```go
page, err := client.Ledger.List(ctx, player, &gamecoin.LedgerListParams{Currency: "gems", Limit: 1})
check(err)
fmt.Println(len(page.Entries), page.NextCursor != nil) // 1 true

older, err := client.Ledger.List(ctx, player, &gamecoin.LedgerListParams{Currency: "gems", Limit: 1, Cursor: *page.NextCursor})
check(err)
fmt.Println(older.Entries[0].Type) // grant
```

`NextCursor` is `nil` on the last page. To avoid handling cursors yourself, iterate. `Ledger.Iterate` returns an iterator that fetches each page only when the loop needs it, so you can stop early. Requests start with the first call to `Next`, and `Err` tells the end of the ledger from a failure:

```go
it := client.Ledger.Iterate(ctx, player, &gamecoin.LedgerListParams{Currency: "gems", Limit: 50})
for it.Next() {
	entry := it.Entry()
	fmt.Println(entry.CreatedAt.Format(time.RFC3339), entry.Type, entry.PaidDelta+entry.BonusDelta, entry.BalanceAfter.Total)
	if entry.Type == gamecoin.LedgerGrant {
		break // no further page is fetched
	}
}
check(it.Err())
```

## Inventory and purchases

Items are `consumable` (they can be consumed) or `durable` (they cannot), and may have a maximum per player. `Catalog.Get` lists the active currencies, items and packs of your game.

```go
catalog, err := client.Catalog.Get(ctx)
check(err)
for _, item := range catalog.Items {
	fmt.Println(item.SKU, item.Type)
}
// potion consumable
// fire-sword durable
```

```go
given, err := client.Inventory.Grant(ctx, player, gamecoin.InventoryParams{SKU: "potion", Quantity: 3})
check(err)
fmt.Println(given.Quantity) // 3

used, err := client.Inventory.Consume(ctx, player, gamecoin.InventoryParams{SKU: "potion"}) // Quantity 0 means 1
check(err)
fmt.Println(used.Quantity) // 2

owned, err := client.Inventory.List(ctx, player) // owned items only (quantity above 0)
check(err)
for _, item := range owned {
	fmt.Printf("%s x%d\n", item.SKU, item.Quantity) // potion x2
}
```

`Inventory.Consume` returns the item even when it reaches 0. `Purchases.Create` buys an item with its price in currency, atomically: the wallet is debited and the item added, or nothing happens.

```go
purchase, err := client.Purchases.Create(ctx, player, gamecoin.PurchaseParams{SKU: "potion"})
check(err)
fmt.Println(purchase.Balance.Total, purchase.Item.Quantity, *purchase.Entry.Ref.ItemSKU) // 50 3 potion
```

An item can limit how many a player owns. Going beyond fails with `LIMIT_REACHED`:

```go
_, err = client.Inventory.Grant(ctx, player, gamecoin.InventoryParams{SKU: "fire-sword"})
check(err)
// The sword is limited to one per player
_, err = client.Inventory.Grant(ctx, player, gamecoin.InventoryParams{SKU: "fire-sword"})
fmt.Println(gamecoin.IsCode(err, gamecoin.CodeLimitReached)) // true
```

## Checkout, orders and refunds

A checkout sells a currency **pack** for real money through a hosted payment page. You create the order, send the player to `CheckoutURL`, and the coins and items are delivered when the payment succeeds.

```go
checkout, err := client.Checkouts.Create(ctx, player, gamecoin.CheckoutParams{
	PackSKU:    "gems-500",
	SuccessURL: "https://example.com/shop/thanks", // where the player goes after paying
	CancelURL:  "https://example.com/shop",
	Country:    "BE", // the buyer's country decides the VAT (EU countries only)
})
check(err)
fmt.Println(checkout.Order.Status, strings.HasPrefix(checkout.CheckoutURL, "http")) // pending true

order, err := client.Orders.Get(ctx, checkout.Order.ID)
check(err)
fmt.Println(order.Status, order.AmountCents, order.VatCents, order.NetCents) // pending 499 87 412
```

The test environment simulates payments: the hosted page offers « Payer » and « Refuser » buttons (it is in French for now), and no money moves. Real payments are not available yet. After a payment the order goes from `pending` to `paid` to `fulfilled`, and the coins and items are delivered. Poll `Orders.Get`, or wait for the player to come back to your `SuccessURL`, before telling them it worked. The statuses are the constants `gamecoin.OrderPending`, `OrderPaid`, `OrderFulfilled` and so on.

`Orders.Refund` takes the coins and items back from a paid order and returns the order, with status `refunded`. What a refund does to coins that the player already spent is explained in [Refunds](/docs/guides/refunds). An order that was never paid answers `CONFLICT`:

```go
_, err = client.Orders.Refund(ctx, order.ID, &gamecoin.RefundParams{Reason: "player request"})
switch {
case gamecoin.IsCode(err, gamecoin.CodeConflict):
	fmt.Println("not refundable:", err)
case err != nil:
	check(err)
}
```

> [!WARNING]
> A refund has no idempotency key, so the SDK retries it on `429` only. After a network error, a timeout or a `5xx` the call fails and the outcome is unknown: read the order back with `Orders.Get` before you try again.

## Idempotency and retries

Every call that changes something (`Wallet.Grant`, `Wallet.Spend`, `Inventory.Grant`, `Inventory.Consume`, `Purchases.Create`, `Checkouts.Create`) sends an `Idempotency-Key`. By default the SDK generates a UUID v4 **once per call** and reuses it for every retry of that call, so a retry can never apply a change twice.

Pass your own key with the `gamecoin.WithIdempotencyKey` call option to make a retry of *your* code safe too, for instance when a job may run twice. Use 1 to 100 printable ASCII characters, derived from the event (here a quest completion). The result tells whether the answer came from an earlier request:

```go
key := gamecoin.WithIdempotencyKey("quest-17:user-42")
params := gamecoin.GrantParams{Currency: "gems", Amount: 10}
first, err := client.Wallet.Grant(ctx, player, params, key)
check(err)
again, err := client.Wallet.Grant(ctx, player, params, key)
check(err)
fmt.Println(first.Replayed, again.Replayed, first.Entry.ID == again.Entry.ID) // false true true
```

The same key with a different request is refused with `IDEMPOTENCY_CONFLICT`. Keys are kept for 30 days. A replayed checkout returns the order in its *current* state. The rules behind this are on the [Idempotency](/docs/concepts/idempotency) page.

Automatic retries run at most as many times as `WithMaxRetries` says (twice by default):

| Failure | Retried |
|---|---|
| Network error, timeout, `5xx` | Yes (not for `Orders.Refund`) |
| `429` | Yes, after the `Retry-After` delay |
| Any other `4xx` | Never |
| The context was cancelled or expired | Never: the call returns the error of the context |

The wait is `0.5 s × 2^attempt`, with a random jitter of ±25 %. A `Retry-After` header wins, up to 30 seconds. Beyond that nothing is retried and the error carries `RetryAfter`, so that you decide. Every read, `Players.Upsert` and `Players.CreateToken` follow the same rules as the changes above.

Every call takes a `context.Context`. Cancelling it, or letting its deadline pass, cancels the call and any retry in progress. Use a deadline to bound a whole call, retries included, whereas `WithTimeout` bounds one attempt:

```go
quick, cancel := context.WithTimeout(ctx, 5*time.Second)
latest, err := client.Wallet.Get(quick, player)
cancel()
check(err)
fmt.Println(len(latest.Balances)) // 2
```

## Errors

A call that fails after a request was attempted returns a `*gamecoin.Error`:

| Field | Content |
|---|---|
| `Code` | The API code (`INSUFFICIENT_FUNDS`, `NOT_FOUND`…), or `NETWORK_ERROR` or `TIMEOUT` (status 0), or `INVALID_RESPONSE` when the body is not the expected JSON. |
| `Status` | The HTTP status, `0` when no response was received. |
| `Message` | The message of the API, or a short description. Written for developers, not for your players. |
| `Details` | The `details` of the API as a `map[string]any` (`required`, `available`, `fieldErrors`…), empty when absent. Numbers are `json.Number`: read them with `DetailInt64`. |
| `RetryAfter` | A `time.Duration` (the header is in seconds), set when the API sent `Retry-After`. |

Get the error with `errors.As`, or test a code with `gamecoin.IsCode(err, code)`:

```go
_, err = client.Wallet.Spend(ctx, player, gamecoin.SpendParams{Currency: "gems", Amount: 1_000_000})
var gcErr *gamecoin.Error
switch {
case errors.As(err, &gcErr) && gcErr.Code == gamecoin.CodeInsufficientFunds:
	required, _ := gcErr.DetailInt64("required")
	available, _ := gcErr.DetailInt64("available")
	fmt.Printf("needs %d, has %d\n", required, available) // needs 1000000, has 60
case errors.As(err, &gcErr) && gcErr.Code == gamecoin.CodeRateLimited:
	fmt.Println("try again in", gcErr.RetryAfter)
case err != nil:
	check(err)
}
```

The codes are constants: `CodeValidationFailed`, `CodeUnauthenticated`, `CodeNotFound` and so on. These are the ones you will meet:

| HTTP | Code | When |
|---|---|---|
| 400 | `CodeValidationFailed` | A field is invalid (`Details["fieldErrors"]`). |
| 401 | `CodeUnauthenticated` | The secret key is missing, unknown or revoked. |
| 402 | `CodePaymentFailed` | The payment was refused, or no payment provider exists for this environment. |
| 403 | `CodeForbidden` | This kind of key is not allowed here. |
| 403 | `CodePlayerBlocked` | The player is blocked. |
| 403 | `CodeEnvNotEnabled` | The live environment is used by a studio that is not verified. |
| 404 | `CodeNotFound` | Unknown player, currency, item, pack or order. |
| 409 | `CodeInsufficientFunds` | The wallet or the item quantity is too low (`required` and `available` in `Details`). |
| 409 | `CodeLimitReached` | `maxOwned`, `maxPerPlayer` or the balance ceiling is exceeded. |
| 409 | `CodeIdempotencyConflict` | The key was reused with another request. |
| 409 | `CodeConflict` | Invalid state change, such as refunding an unpaid order. |
| 429 | `CodeRateLimited` | Too many requests (`RetryAfter`). |
| 500 | `CodeInternal` | Unexpected error on the GameCoin side. |
| 0 | `CodeNetworkError`, `CodeTimeout` | No answer. The SDK has already retried. |
| any | `CodeInvalidResponse` | The body is not the expected JSON. |

`CodeIdempotencyKeyRequired` also exists, but the SDK always sends a key. See [Errors](/docs/concepts/errors) for what each code means for your game.

Arguments that are wrong on their face never reach the network. The call returns an error that wraps `gamecoin.ErrInvalidArgument`, which is not a `*gamecoin.Error`, and the message never contains the offending value. When the context ends, the call returns the error of the context:

```go
_, err = client.Wallet.Grant(ctx, player, gamecoin.GrantParams{Currency: "gems", Amount: -5})
fmt.Println(errors.Is(err, gamecoin.ErrInvalidArgument), gamecoin.IsCode(err, gamecoin.CodeValidationFailed)) // true false
```

## Testing your integration

The HTTP layer is yours to replace: give `WithHTTPClient` a client whose `Transport` is a function, and your own tests need no network and no mocking library. A response that carries `Retry-After: 0` is retried at once, so this example does not wait:

```go
type roundTripFunc func(*http.Request) (*http.Response, error)

func (f roundTripFunc) RoundTrip(r *http.Request) (*http.Response, error) { return f(r) }
```

```go
var keys []string
fake := &http.Client{Transport: roundTripFunc(func(r *http.Request) (*http.Response, error) {
	keys = append(keys, r.Header.Get("Idempotency-Key"))
	response := &http.Response{StatusCode: http.StatusBadGateway, Header: http.Header{"Retry-After": {"0"}}, Request: r}
	response.Body = io.NopCloser(strings.NewReader("Bad gateway"))
	if len(keys) == 3 {
		response.StatusCode = http.StatusOK
		response.Body = io.NopCloser(strings.NewReader(`{"item": {"sku": "potion", "quantity": 1, "updatedAt": "2026-10-05T12:00:00.000Z"}}`))
	}
	return response, nil
})}

offline, err := gamecoin.New("gc_sk_test_"+strings.Repeat("x", 40), gamecoin.WithHTTPClient(fake))
check(err)
gift, err := offline.Inventory.Grant(ctx, player, gamecoin.InventoryParams{SKU: "potion"})
check(err)
fmt.Println(gift.Quantity, len(keys), keys[0] == keys[2]) // 1 3 true
```

Two failures and a success: three attempts, and a single idempotency key sent three times. To turn the retries off in a test, use `gamecoin.WithMaxRetries(0)`.

To test against the real service without touching your players, use a **test secret key** (`gc_sk_test_…`) of your game. The test environment runs the same API with simulated payments, and its data never mixes with the live data: see [Keys and environments](/docs/concepts/keys-and-environments). The [Testing](/docs/guides/testing) guide says what to try. Use a fresh player id for each run, so that every run starts from a zero balance:

```go
sandbox, err := gamecoin.New(os.Getenv("GAMECOIN_SECRET_KEY"), gamecoin.WithBaseURL("https://gamecoin.apilow.com"))
check(err)
fresh := gamecoin.Ext(fmt.Sprintf("test-%d", time.Now().UnixNano()))
start, err := sandbox.Wallet.Grant(ctx, fresh, gamecoin.GrantParams{Currency: "gems", Amount: 100})
check(err)
fmt.Println(start.Balance.Total) // 100
```

## Reference

`player` is a `gamecoin.PlayerRef`, from `gamecoin.Ext()` or `gamecoin.PlayerID()`. It is a string type, so an untyped string constant converts to it. Every call takes a `context.Context` first, and returns an `error` last. The calls marked with an asterisk take `...gamecoin.CallOption`, which can hold `gamecoin.WithIdempotencyKey(key)`.

| Method | Returns | HTTP request |
|---|---|---|
| `client.Catalog.Get(ctx)` | `(*Catalog, error)` | `GET /catalog` |
| `client.Players.Upsert(ctx, player, profile *PlayerProfile)` | `(*Player, error)` | `PUT /players/{player}` |
| `client.Players.Get(ctx, player)` | `(*Player, error)` | `GET /players/{player}` |
| `client.Players.CreateToken(ctx, player)` | `(*PlayerToken, error)` | `POST /players/{player}/tokens` |
| `client.Wallet.Get(ctx, player)` | `(*Wallet, error)` | `GET /players/{player}/wallet` |
| `client.Wallet.Grant(ctx, player, params GrantParams, opts ...CallOption)` * | `(*Movement, error)` | `POST /players/{player}/wallet/grant` |
| `client.Wallet.Spend(ctx, player, params SpendParams, opts ...CallOption)` * | `(*Movement, error)` | `POST /players/{player}/wallet/spend` |
| `client.Ledger.List(ctx, player, params *LedgerListParams)` | `(*LedgerPage, error)` | `GET /players/{player}/ledger` |
| `client.Ledger.Iterate(ctx, player, params *LedgerListParams)` | `*LedgerIterator` (`Next`, `Entry`, `Err`) | `GET /players/{player}/ledger`, page after page |
| `client.Inventory.List(ctx, player)` | `([]InventoryItem, error)` | `GET /players/{player}/inventory` |
| `client.Inventory.Grant(ctx, player, params InventoryParams, opts ...CallOption)` * | `(*InventoryItem, error)` | `POST /players/{player}/inventory/grant` |
| `client.Inventory.Consume(ctx, player, params InventoryParams, opts ...CallOption)` * | `(*InventoryItem, error)` | `POST /players/{player}/inventory/consume` |
| `client.Purchases.Create(ctx, player, params PurchaseParams, opts ...CallOption)` * | `(*Purchase, error)` | `POST /players/{player}/purchases` |
| `client.Checkouts.Create(ctx, player, params CheckoutParams, opts ...CallOption)` * | `(*Checkout, error)` | `POST /players/{player}/checkouts` |
| `client.Orders.Get(ctx, orderID string)` | `(*Order, error)` | `GET /orders/{orderId}` |
| `client.Orders.Refund(ctx, orderID string, params *RefundParams)` | `(*Order, error)` | `POST /orders/{orderId}/refund` |

A `nil` pointer for `profile`, `LedgerListParams` or `RefundParams` sends the defaults. In the parameter structs, an empty string or a zero value means "not set":

| Struct | Fields |
|---|---|
| `PlayerProfile` | `DisplayName`, `Email`, `Country` (`*string`), `BirthYear` (`*int`), and `Clear` (`[]ProfileField`: `FieldDisplayName`, `FieldEmail`, `FieldCountry`, `FieldBirthYear`) |
| `GrantParams`, `SpendParams` | `Currency` and `Amount` (required, `int64`), `Reason`, `Metadata` (`map[string]string`) |
| `InventoryParams`, `PurchaseParams` | `SKU` (required), `Quantity` (`int64`, `0` means 1) |
| `LedgerListParams` | `Currency`, `Limit` (1 to 100, `0` means the default), `Cursor` |
| `CheckoutParams` | `PackSKU` (required), `SuccessURL`, `CancelURL`, `Country` |
| `RefundParams` | `Reason` |

The results are structs with `time.Time` values for every timestamp and pointers for nullable fields:

| Type | Fields |
|---|---|
| `Movement` | `Entry` (a `LedgerEntry`), `Balance`, `Replayed` |
| `Purchase` | `Entry`, `Balance`, `Item`, `Replayed` |
| `Checkout` | `Order`, `CheckoutURL`, `Replayed` |
| `InventoryItem` | `SKU`, `Quantity`, `UpdatedAt`, `Replayed` (meaningful on the result of `Grant` and `Consume`) |
| `LedgerPage` | `Entries`, `NextCursor` (`nil` on the last page) |
| `PlayerToken` | `Token`, `ExpiresAt` |

The package also exports `New`, the `With…` options, `Ext`, `PlayerID`, `Error`, `IsCode`, `ErrInvalidArgument`, `Version`, `DefaultBaseURL`, and a type for every object of the API (`Player`, `Wallet`, `Balance`, `Catalog`, `Order`…) with constants for their string values (`OrderFulfilled`, `LedgerGrant`, `ItemConsumable`…). The fields of each object match the [API reference](/docs/api), where each resource has its page: [catalog](/docs/api/catalog), [players](/docs/api/players), [wallet](/docs/api/wallet), [ledger](/docs/api/ledger), [inventory](/docs/api/inventory), [purchases](/docs/api/purchases), [checkouts](/docs/api/checkouts) and [orders](/docs/api/orders).
