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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@@ -80,6 +80,11 @@ table GameView {
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// message (not just a nudge). With unread_chat it colours the badge — both set is the regular
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// badge, unread_chat alone is the softer nudge-only badge.
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unread_messages:bool;
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// kind is the game's origin for the active-game limits: 0 unknown (a pre-existing game, never
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// gated), 1 vs_ai, 2 random, 3 friends. The lobby counts active games per kind against the
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// caller's per-kind limits (Profile.game_limits) to lock a capped New-Game start (added
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// trailing — backward-compatible).
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kind:int;
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}
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// MoveRecord is one decoded move (a committed play, or a hint preview).
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@@ -267,6 +272,10 @@ table Profile {
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// ads carries the post-move interstitial config (cooldowns + suppressed) for the client-mirrored
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// gate (added trailing — backward-compatible).
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ads:AdsInfo;
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// game_limits carries the caller's tier active-game caps per kind (-1 = unlimited); the client
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// counts its active games per kind from the lobby and locks a capped New-Game start (added
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// trailing — backward-compatible).
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game_limits:GameLimits;
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}
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// AdsInfo is the post-move interstitial config: the client-mirrored cooldowns (seconds) and whether
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@@ -278,6 +287,15 @@ table AdsInfo {
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suppressed:bool;
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}
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// GameLimits is the caller's tier active-game caps per kind (-1 = unlimited), resolved to the
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// guest or durable tier server-side. It rides Profile.game_limits for the client's per-kind
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// New-Game lock.
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table GameLimits {
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vs_ai:int;
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random:int;
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friends:int;
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}
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// BlockStatus reports the caller's current manual block. The UI fetches it after any operation
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// returns the "account_blocked" result code, then replaces every screen with the terminal blocked
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// screen and stops all push/poll. permanent is false for a temporary block; until is an RFC3339
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