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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@@ -194,6 +194,15 @@ func encodeProfile(p backendclient.ProfileResp) []byte {
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fb.AdsInfoAddSuppressed(b, p.Ads.Suppressed)
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ads = fb.AdsInfoEnd(b)
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}
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// The active-game limits table (scalars only), built before Profile is opened.
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var gameLimits flatbuffers.UOffsetT
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if p.GameLimits != nil {
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fb.GameLimitsStart(b)
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fb.GameLimitsAddVsAi(b, int32(p.GameLimits.VsAI))
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fb.GameLimitsAddRandom(b, int32(p.GameLimits.Random))
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fb.GameLimitsAddFriends(b, int32(p.GameLimits.Friends))
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gameLimits = fb.GameLimitsEnd(b)
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}
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fb.ProfileStart(b)
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fb.ProfileAddUserId(b, uid)
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fb.ProfileAddDisplayName(b, name)
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@@ -219,6 +228,9 @@ func encodeProfile(p backendclient.ProfileResp) []byte {
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if p.Ads != nil {
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fb.ProfileAddAds(b, ads)
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}
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if p.GameLimits != nil {
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fb.ProfileAddGameLimits(b, gameLimits)
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}
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b.Finish(fb.ProfileEnd(b))
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return b.FinishedBytes()
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}
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@@ -624,6 +636,7 @@ func toWireGame(g backendclient.GameResp) wire.GameView {
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LastActivityUnix: g.LastActivityUnix,
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UnreadChat: g.UnreadChat,
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UnreadMessages: g.UnreadMessages,
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Kind: g.Kind,
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}
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}
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