feat(ui): per-kind active-game limit lock on the New Game screen
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CI / unit (pull_request) Successful in 12s
CI / integration (pull_request) Successful in 28s
CI / ui (pull_request) Successful in 1m11s
CI / conformance (pull_request) Successful in 10s
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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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@@ -209,8 +209,20 @@ func (rcv *GameView) MutateUnreadMessages(n bool) bool {
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return rcv._tab.MutateBoolSlot(32, n)
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}
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func (rcv *GameView) Kind() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(34))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameView) MutateKind(n int32) bool {
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return rcv._tab.MutateInt32Slot(34, n)
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}
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func GameViewStart(builder *flatbuffers.Builder) {
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builder.StartObject(15)
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builder.StartObject(16)
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}
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func GameViewAddId(builder *flatbuffers.Builder, id flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(id), 0)
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@@ -260,6 +272,9 @@ func GameViewAddUnreadChat(builder *flatbuffers.Builder, unreadChat bool) {
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func GameViewAddUnreadMessages(builder *flatbuffers.Builder, unreadMessages bool) {
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builder.PrependBoolSlot(14, unreadMessages, false)
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}
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func GameViewAddKind(builder *flatbuffers.Builder, kind int32) {
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builder.PrependInt32Slot(15, kind, 0)
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}
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func GameViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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