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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@@ -347,12 +347,15 @@ its entrance (`components/Toast.svelte`, re-keyed on a per-message sequence). An
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lives ~2 s, drifting up by about the tab-bar height as it fades (a plain fade, no travel, under
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reduce-motion); an **error** toast dwells longer (~4 s). Either dismisses instantly on tap.
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**Simultaneous-game cap.** When the player is at the active-quick-game cap (`games.list`
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`at_game_limit`), the lobby's **New Game** tab is **disabled** (greyed via the shared
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`.tab:disabled` opacity) and a plain, low-emphasis line — muted, centred, no accent — sits
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under the lists with the localized "limit reached" notice. Both follow the flag carried in the
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cached lobby snapshot, so they render in their last-known state on entry (the button stays
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enabled on the first, uncached load) and flip in place when an event refreshes the lobby.
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**Active-game caps.** A player's simultaneous unfinished games are capped per kind (vs AI / random /
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friends) against the caller's per-tier limits (`Profile.game_limits`), counted client-side from the
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lobby games. The lobby's **New Game** tab is **always enabled** — the lock lives on the per-kind
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start, not the tab. On the **New Game** screen a start whose kind is at its cap renders as an
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**outline** button with a **🔒** (not the filled accent CTA), so it reads as gated rather than ready;
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tapped, it opens a short prompt instead of a game — inside Telegram a **native popup**, elsewhere the
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in-app **Modal**. A **guest** sees a sign-in funnel (Cancel / Sign in → the account screen); a
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signed-in account at its cap sees a plain "finish a current game first" notice (OK). The lock lifts in
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place when the profile is re-fetched after a guest→durable upgrade.
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## Social, account & history surfaces
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