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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@@ -49,6 +49,9 @@ type GameView struct {
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// UnreadMessages is a per-viewer flag: at least one unread entry is a real message (not just
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// a nudge), so the badge can be coloured apart from the nudge-only case.
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UnreadMessages bool
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// Kind is the game's origin for the active-game limits: 0 unknown (a pre-existing game), 1 vs_ai,
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// 2 random, 3 friends. The lobby counts active games per kind to lock a capped New-Game start.
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Kind int
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}
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// TileRecord is one tile in a decoded MoveRecord (the concrete letter, "?" for a blank
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@@ -169,6 +172,7 @@ func BuildGameView(b *flatbuffers.Builder, g GameView) flatbuffers.UOffsetT {
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fb.GameViewAddVsAi(b, g.VsAI)
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fb.GameViewAddUnreadChat(b, g.UnreadChat)
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fb.GameViewAddUnreadMessages(b, g.UnreadMessages)
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fb.GameViewAddKind(b, int32(g.Kind))
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return fb.GameViewEnd(b)
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}
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