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.
This commit is contained in:
Ilia Denisov
2026-07-10 10:09:45 +02:00
parent e45167041f
commit 3306a016a0
45 changed files with 811 additions and 130 deletions
+13
View File
@@ -194,6 +194,15 @@ func encodeProfile(p backendclient.ProfileResp) []byte {
fb.AdsInfoAddSuppressed(b, p.Ads.Suppressed)
ads = fb.AdsInfoEnd(b)
}
// The active-game limits table (scalars only), built before Profile is opened.
var gameLimits flatbuffers.UOffsetT
if p.GameLimits != nil {
fb.GameLimitsStart(b)
fb.GameLimitsAddVsAi(b, int32(p.GameLimits.VsAI))
fb.GameLimitsAddRandom(b, int32(p.GameLimits.Random))
fb.GameLimitsAddFriends(b, int32(p.GameLimits.Friends))
gameLimits = fb.GameLimitsEnd(b)
}
fb.ProfileStart(b)
fb.ProfileAddUserId(b, uid)
fb.ProfileAddDisplayName(b, name)
@@ -219,6 +228,9 @@ func encodeProfile(p backendclient.ProfileResp) []byte {
if p.Ads != nil {
fb.ProfileAddAds(b, ads)
}
if p.GameLimits != nil {
fb.ProfileAddGameLimits(b, gameLimits)
}
b.Finish(fb.ProfileEnd(b))
return b.FinishedBytes()
}
@@ -624,6 +636,7 @@ func toWireGame(g backendclient.GameResp) wire.GameView {
LastActivityUnix: g.LastActivityUnix,
UnreadChat: g.UnreadChat,
UnreadMessages: g.UnreadMessages,
Kind: g.Kind,
}
}