feat(ui): per-kind active-game limit lock on the New Game screen
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Carry the caller's per-tier active-game caps and each game's kind on the wire (Profile.game_limits + GameView.kind, additive FBS + gateway transcode + client codec, committed regen). The New Game screen counts the player's active games per kind from the lobby and locks a capped start: an outline button with a lock that opens a funnel modal instead of a game -- a sign-in prompt for a guest, a "finish a current game first" notice for a signed-in account (native Telegram popup, in-app modal elsewhere). The lock lifts via the existing profile refetch after a guest->durable upgrade. Remove the lobby's old at_game_limit New-Game tab disable + notice: the flag (now the random-kind cap) conflicted with the per-kind lock -- it hid the screen where the lock lives and wrongly blocked an unfulfilled kind. The New Game tab is always enabled; the per-kind start lock is the only gate. The at_game_limit wire field stays (unused by the client) for a later cleanup. Tests: client lock logic + codec kind/game_limits roundtrip + gateway transcode encode + native popup builders (unit); a mock e2e for the lock badge and the modal.
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@@ -9,6 +9,16 @@ import (
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"scrabble/backend/internal/gamelimits"
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)
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// gameLimitsDTOFor resolves the caller's tier active-game caps into the profile DTO, so the client
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// can lock a capped New-Game start per kind. It returns nil when the limits config is not wired.
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func (s *Server) gameLimitsDTOFor(isGuest bool) *gameLimitsDTO {
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if s.gamelimits == nil {
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return nil
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}
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l := s.gamelimits.LimitsFor(isGuest)
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return &gameLimitsDTO{VsAI: l.VsAI, Random: l.Random, Friends: l.Friends}
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}
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// consoleLimits renders the per-tier, per-kind active-game limit form (backend.config), read from
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// the in-memory cache.
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func (s *Server) consoleLimits(c *gin.Context) {
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