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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@@ -10,9 +10,6 @@ interface LobbySnapshot {
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games: GameView[];
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invitations: Invitation[];
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incoming: AccountRef[];
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// atGameLimit rides the snapshot so the lobby renders the "New Game" button in its last
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// known enabled/disabled state instantly (no flicker), then refreshes it in the background.
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atGameLimit: boolean;
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// Which mode the snapshot belongs to (offline = device-local games, online = server games). The
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// lobby renders it instantly only when it matches the current mode, so a mode flip never flashes —
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// or lets the player open — the other mode's games before the background refresh replaces them.
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