feat(ui): per-kind active-game limit lock on the New Game screen
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CI / ui (pull_request) Successful in 1m11s
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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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@@ -244,8 +244,21 @@ func (rcv *Profile) Ads(obj *AdsInfo) *AdsInfo {
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return nil
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}
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func (rcv *Profile) GameLimits(obj *GameLimits) *GameLimits {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(40))
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if o != 0 {
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x := rcv._tab.Indirect(o + rcv._tab.Pos)
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if obj == nil {
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obj = new(GameLimits)
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}
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obj.Init(rcv._tab.Bytes, x)
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return obj
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}
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return nil
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}
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func ProfileStart(builder *flatbuffers.Builder) {
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builder.StartObject(18)
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builder.StartObject(19)
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}
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func ProfileAddUserId(builder *flatbuffers.Builder, userId flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(userId), 0)
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@@ -307,6 +320,9 @@ func ProfileStartDictVersionsVector(builder *flatbuffers.Builder, numElems int)
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func ProfileAddAds(builder *flatbuffers.Builder, ads flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(17, flatbuffers.UOffsetT(ads), 0)
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}
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func ProfileAddGameLimits(builder *flatbuffers.Builder, gameLimits flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(18, flatbuffers.UOffsetT(gameLimits), 0)
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}
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func ProfileEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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