# Python SDK

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

The Python SDK is the server SDK for backends written in Python. 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**: it is not on PyPI. The package name below is the planned one and may change before the first release.

```bash
pip install apilow-gamecoin
```

It needs Python 3.9 or later and has no dependency: it uses the standard library only. The package is typed (`py.typed`). You install `apilow-gamecoin` and import `gamecoin`:

```python
from gamecoin import GameCoin, ErrorCode, GameCoinError, ext
```

## Create the client

Create one client per game and environment, and share it: it is synchronous and thread-safe. 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 store, never from your code.

```python
import os

gamecoin = GameCoin(os.environ["GAMECOIN_SECRET_KEY"], base_url="https://gamecoin.apilow.com")
print(gamecoin.environment)  # test or live, read from the key
```

`https://gamecoin.apilow.com` is the address of this service, which is also the default: you only need `base_url` to point the SDK at another address. Every option is optional and keyword-only:

| Option | Default | Meaning |
|---|---|---|
| `base_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. |
| `timeout` | `30` | Seconds, applied to each socket operation (connect, send, read) of an attempt, not to the whole exchange. |
| `max_retries` | `2` | Retries after the first attempt, from `0` to `10`: three attempts by default. `0` turns retries off. |
| `transport` | `urllib` | A function that sends one HTTP request. See [Testing your integration](#testing-your-integration). |
| `sleep` | `time.sleep` | Your own wait between retries, for tests. |

```python
tuned = GameCoin(
    os.environ["GAMECOIN_SECRET_KEY"],
    base_url="https://gamecoin.apilow.com",
    timeout=10,  # seconds per socket operation
    max_retries=3,  # retry up to three times, four attempts in all
)
print(tuned.environment)
```

The constructor refuses anything that is not a secret key, before any request. 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 or in a `repr`, which shows its prefix only (`gc_sk_test_…`).

There is no `asyncio` client in this version. In an `asyncio` application, hand the call to a worker thread:

```python
import asyncio


async def welcome_gift(user_id: str):
    return await asyncio.to_thread(gamecoin.wallet.grant, ext(user_id), currency="gems", amount=10, reason="welcome_gift")


print(asyncio.run(welcome_gift("user-43")).entry.type)  # grant
```

## Players and the ext helper

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

```python
player = ext("user-42")
print(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`.

```python
from datetime import datetime, timezone

profile = gamecoin.players.upsert(player, display_name="Alice", country="BE")
same = gamecoin.players.get(player)
print(profile.id == same.id, profile.external_id, profile.kind)  # True user-42 external

# A one-hour token for the browser SDK of your game client
token = gamecoin.players.create_token(player)
print(token.token.startswith("gc_pt_"), token.expires_at > datetime.now(timezone.utc))  # True True
```

In `players.upsert`, a field you leave out is unchanged and `None` clears it:

```python
cleared = gamecoin.players.upsert(player, display_name=None)
print(cleared.display_name, cleared.country)  # None BE
```

Wherever a player is expected you may also pass the `Player` object that the SDK returned.

## 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.

```python
movement = gamecoin.wallet.grant(player, currency="gems", amount=100, reason="welcome_gift")
print(movement.balance.total, movement.balance.currency)  # 100 gems

spent = gamecoin.wallet.spend(player, currency="gems", amount=30, reason="revive")
print(spent.balance.total, spent.entry.type)  # 70 spend
```

`amount` is an integer of at least 1. `reason` is a short text and `metadata` a `dict` of `str` to `str`: both are recorded on the ledger entry.

```python
reward = gamecoin.wallet.grant(player, currency="gold", amount=25, reason="daily_reward", metadata={"day": "3"})
print(reward.entry.type, reward.entry.bonus_delta, reward.balance.total)  # grant 25 25
```

`wallet.get` returns one balance per active currency, zeros included:

```python
wallet = gamecoin.wallet.get(player)
for balance in wallet.balances:
    print(balance.currency, balance.paid, balance.bonus, balance.total)
# gems 0 70 70
# gold 0 25 25
print(wallet.balance_of("gems").total)  # 70
```

## 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 (20 by default).

```python
page = gamecoin.ledger.list(player, currency="gems", limit=1)
print(len(page.entries), page.next_cursor is not None)  # 1 True

older = gamecoin.ledger.list(player, currency="gems", limit=1, cursor=page.next_cursor)
print(older.entries[0].type)  # grant
```

`next_cursor` is `None` on the last page. To avoid handling cursors yourself, iterate: each page is fetched only when the loop reaches it, so you can stop early.

```python
for entry in gamecoin.ledger.iterate(player, currency="gems", limit=50):
    print(entry.created_at.isoformat(), entry.type, entry.paid_delta + entry.bonus_delta, entry.balance_after.total)
    if entry.type == "grant":
        break  # no further page is fetched
```

## 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.

```python
catalog = gamecoin.catalog.get()
print([f"{item.sku} ({item.type})" for item in catalog.items])  # ['potion (consumable)', 'fire-sword (durable)']
```

```python
granted = gamecoin.inventory.grant(player, sku="potion", quantity=3)
print(granted.quantity)  # 3

used = gamecoin.inventory.consume(player, sku="potion")  # quantity defaults to 1
print(used.quantity)  # 2

owned = gamecoin.inventory.list(player)  # owned items only (quantity above 0)
print([f"{item.sku} x{item.quantity}" for item in owned])  # ['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.

```python
purchase = gamecoin.purchases.create(player, sku="potion")
print(purchase.balance.total, purchase.item.quantity, purchase.entry.ref.item_sku)  # 50 3 potion
```

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

```python
gamecoin.inventory.grant(player, sku="fire-sword")
try:
    gamecoin.inventory.grant(player, sku="fire-sword")  # limited to one per player
except GameCoinError as error:
    print(error.code == ErrorCode.LIMIT_REACHED)  # 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 `checkout_url`, and the coins and items are delivered when the payment succeeds.

```python
checkout = gamecoin.checkouts.create(
    player,
    pack_sku="gems-500",
    success_url="https://example.com/shop/thanks",  # where the player goes after paying
    cancel_url="https://example.com/shop",
    country="BE",  # the buyer's country decides the VAT (EU countries only)
)
print(checkout.order.status, checkout.checkout_url.startswith("http"))  # pending True

order = gamecoin.orders.get(checkout.order.id)
print(order.status, order.amount_cents, order.vat_cents, order.net_cents)  # 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 `success_url`, before telling them it worked. The statuses are the constants of `OrderStatus`.

`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`:

```python
try:
    gamecoin.orders.refund(order.id, reason="player request")
except GameCoinError as error:
    if error.code == ErrorCode.CONFLICT:
        print("not refundable:", error.message)
    else:
        raise
```

> [!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 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:

```python
key = "quest-17:user-42"
first = gamecoin.wallet.grant(player, currency="gems", amount=10, idempotency_key=key)
again = gamecoin.wallet.grant(player, currency="gems", amount=10, idempotency_key=key)
print(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 `max_retries` times (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 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 `retry_after`, in seconds, so that you decide. Every read, `players.upsert` and `players.create_token` follow the same rules as the changes above.

## Errors

Anything that goes wrong with a request is a `GameCoinError`:

| Attribute | 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 (`required`, `available`, `fieldErrors`…), `{}` when absent. |
| `retry_after` | Seconds, when the API sent `Retry-After`, otherwise `None`. |

```python
try:
    gamecoin.wallet.spend(player, currency="gems", amount=1_000_000)
except GameCoinError as error:
    if error.code == ErrorCode.INSUFFICIENT_FUNDS:
        print(f"needs {error.details['required']}, has {error.details['available']}")  # needs 1000000, has 60
    elif error.code == ErrorCode.RATE_LIMITED:
        print(f"try again in {error.retry_after} seconds")
    else:
        raise
```

`ErrorCode` holds a constant for every code. These are the ones you will meet:

| HTTP | Code | When |
|---|---|---|
| 400 | `VALIDATION_FAILED` | A field is invalid (`details["fieldErrors"]`). |
| 401 | `UNAUTHENTICATED` | The secret key is missing, unknown or revoked. |
| 402 | `PAYMENT_FAILED` | The payment was refused, or no payment provider exists for this environment. |
| 403 | `FORBIDDEN` | This kind of key is not allowed here. |
| 403 | `PLAYER_BLOCKED` | The player is blocked. |
| 403 | `ENV_NOT_ENABLED` | The live environment is used by a studio that is not verified. |
| 404 | `NOT_FOUND` | Unknown player, currency, item, pack or order. |
| 409 | `INSUFFICIENT_FUNDS` | The wallet or the item quantity is too low (`details["required"]`, `details["available"]`). |
| 409 | `LIMIT_REACHED` | `maxOwned`, `maxPerPlayer` or the balance ceiling is exceeded. |
| 409 | `IDEMPOTENCY_CONFLICT` | The key was reused with another request. |
| 409 | `CONFLICT` | Invalid state change, such as refunding an unpaid order. |
| 429 | `RATE_LIMITED` | Too many requests (`retry_after`). |
| 500 | `INTERNAL` | Unexpected error on the GameCoin side. |
| 0 | `NETWORK_ERROR`, `TIMEOUT` | No answer. The SDK has already retried. |
| any | `INVALID_RESPONSE` | The body is not the expected JSON. |

`IDEMPOTENCY_KEY_REQUIRED` 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. A wrong type raises `TypeError` and an unacceptable value `ValueError`, not a `GameCoinError`, and the message never contains the offending value:

```python
try:
    gamecoin.wallet.grant(player, currency="gems", amount=-5)
except ValueError as error:
    print(type(error).__name__, isinstance(error, GameCoinError))  # ValueError False
```

## Testing your integration

The HTTP layer is a plain function, so your own tests need no network and no mocking library. The `transport` receives an `HttpRequest` (`method`, `url`, `headers`, `body`) and returns an `HttpResponse(status, headers, body)` for **every** status, 4xx and 5xx included. It raises `TimeoutError` on a timeout and `OSError` (for instance `ConnectionError`) on any other network failure. With `sleep`, you also skip the waits between retries:

```python
from gamecoin import HttpResponse

calls = []


def flaky(request):
    calls.append(request.headers["Idempotency-Key"])
    if len(calls) < 3:
        return HttpResponse(502, {}, b"Bad gateway")
    return HttpResponse(200, {}, b'{"item": {"sku": "potion", "quantity": 1, "updatedAt": "2026-10-05T12:00:00.000Z"}}')


offline = GameCoin("gc_sk_test_" + "x" * 40, transport=flaky, sleep=lambda seconds: None)
gift = offline.inventory.grant(player, sku="potion")
print(gift.quantity, len(calls), len(set(calls)))  # 1 3 1
```

Two failures and a success: three attempts, and a single idempotency key sent three times.

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:

```python
import uuid

sandbox = GameCoin(os.environ["GAMECOIN_SECRET_KEY"], base_url="https://gamecoin.apilow.com")
fresh = ext(f"test-{uuid.uuid4().hex[:8]}")
start = sandbox.wallet.grant(fresh, currency="gems", amount=100)
print(start.balance.total)  # 100
```

## Reference

`player` is a string, from `ext()` or a GameCoin player id, or a `Player` returned by the SDK. All the arguments after `player` are keyword-only. The calls marked with an asterisk accept an `idempotency_key`.

| Method | Returns | HTTP request |
|---|---|---|
| `gamecoin.catalog.get()` | `Catalog` | `GET /catalog` |
| `gamecoin.players.upsert(player, *, display_name, email, country, birth_year)` | `Player` | `PUT /players/{player}` |
| `gamecoin.players.get(player)` | `Player` | `GET /players/{player}` |
| `gamecoin.players.create_token(player)` | `PlayerToken` | `POST /players/{player}/tokens` |
| `gamecoin.wallet.get(player)` | `Wallet` | `GET /players/{player}/wallet` |
| `gamecoin.wallet.grant(player, *, currency, amount, reason=None, metadata=None, idempotency_key=None)` * | `Movement` | `POST /players/{player}/wallet/grant` |
| `gamecoin.wallet.spend(player, *, currency, amount, reason=None, metadata=None, idempotency_key=None)` * | `Movement` | `POST /players/{player}/wallet/spend` |
| `gamecoin.ledger.list(player, *, currency=None, limit=None, cursor=None)` | `LedgerPage` | `GET /players/{player}/ledger` |
| `gamecoin.ledger.iterate(player, *, currency=None, limit=None)` | `Iterator[LedgerEntry]` | `GET /players/{player}/ledger`, page after page |
| `gamecoin.inventory.list(player)` | `List[InventoryItem]` | `GET /players/{player}/inventory` |
| `gamecoin.inventory.grant(player, *, sku, quantity=None, idempotency_key=None)` * | `InventoryItem` | `POST /players/{player}/inventory/grant` |
| `gamecoin.inventory.consume(player, *, sku, quantity=None, idempotency_key=None)` * | `InventoryItem` | `POST /players/{player}/inventory/consume` |
| `gamecoin.purchases.create(player, *, sku, quantity=None, idempotency_key=None)` * | `Purchase` | `POST /players/{player}/purchases` |
| `gamecoin.checkouts.create(player, *, pack_sku, success_url=None, cancel_url=None, country=None, idempotency_key=None)` * | `Checkout` | `POST /players/{player}/checkouts` |
| `gamecoin.orders.get(order_id)` | `Order` | `GET /orders/{orderId}` |
| `gamecoin.orders.refund(order_id, *, reason=None)` | `Order` | `POST /orders/{orderId}/refund` |

In `players.upsert`, the four profile arguments default to `UNSET` (importable from `gamecoin`): the field is left as it is. Pass `None` to clear it. `quantity` is 1 when omitted, and `limit` is the page size of the API (20) when omitted.

The results are frozen dataclasses with `snake_case` fields, timezone-aware `datetime` values for every timestamp, and tuples for collections (`wallet.balances`, `page.entries`, `catalog.items`), except `inventory.list`, which returns a list:

| Type | Fields |
|---|---|
| `Movement` | `entry` (a ledger entry), `balance`, `replayed` |
| `Purchase` | `entry`, `balance`, `item`, `replayed` |
| `Checkout` | `order`, `checkout_url`, `replayed` |
| `InventoryItem` | `sku`, `quantity`, `updated_at`, `replayed` (meaningful on the result of `grant` and `consume`) |
| `LedgerPage` | `entries`, `next_cursor` (`None` on the last page) |
| `PlayerToken` | `token`, `expires_at` |
| `Wallet` | `player_id`, `balances`, and the method `balance_of(currency)` |

The package also exports `GameCoin`, `GameCoinError`, `ErrorCode`, `ext`, `UNSET`, `DEFAULT_BASE_URL`, `__version__`, the transport types (`HttpRequest`, `HttpResponse`, `Transport`) and a class for every object of the API (`Player`, `Balance`, `LedgerEntry`, `Catalog`, `Order`…). 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).
