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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@@ -666,11 +666,14 @@ in either direction (the enqueue excludes the caller's `BlockedWith` set);
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refuses a **guest** outright with **403** (guests cannot use friends — the same guest gate
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covers friend requests and friend-code redemption). **Accepting** an invitation
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(`POST /invitations/:id/accept`) is never gated, so friend games are capped only at
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initiation. The lobby learns the random-kind state from a boolean **`at_game_limit`** on
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the `games.list` response — already re-fetched on entry and every game event; the client
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additionally counts the listed games per kind against the per-tier caps it reads in the
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profile, locking a kind's New-Game entry (a login funnel for a guest, an already-at-limit
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note for a durable account) when that kind is full.
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initiation. The client counts its lobby games per kind against the per-tier caps it reads on
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the profile (`Profile.game_limits`, carrying `GameView.kind`), and locks a capped kind's
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New-Game start — a 🔒 outline button that opens a prompt instead of a game: a sign-in funnel
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for a guest, a "finish a current game first" notice for a durable account (native inside
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Telegram, an in-app modal elsewhere), lifting when the profile is re-fetched after a
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guest→durable upgrade. The `games.list` `at_game_limit` boolean (now the random-kind cap) is
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still carried but no longer drives the UI — the per-kind start lock superseded the old
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New-Game-tab disable.
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- **Friends**: two add paths over one `friendships` table. A **one-time
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code** the to-be-added player issues (a `friend_codes` row: 6-digit numeric,
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SHA-256-hashed, **12 h** TTL, one live code per issuer, single-use, redeem
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