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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+11
-10
@@ -33,6 +33,7 @@ import type {
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MoveResult,
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OutgoingList,
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Profile,
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GameLimits,
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ProfileUpdate,
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PushEvent,
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Session,
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@@ -105,8 +106,6 @@ export class MockGateway implements GatewayClient {
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private feedbackReplyUnread = false;
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// The most recently opened auto-match game still awaiting an opponent, for the e2e join hook.
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private openGameId: string | null = null;
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// gameLimit forces the lobby's at_game_limit flag for the e2e (window.__mock.setGameLimit).
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private gameLimit = false;
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private friends: AccountRef[] = MOCK_FRIENDS.map((f) => ({ ...f }));
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private incoming: AccountRef[] = MOCK_INCOMING.map((f) => ({ ...f }));
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private outgoing: AccountRef[] = [];
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@@ -267,7 +266,7 @@ export class MockGateway implements GatewayClient {
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async gamesList(): Promise<GameList> {
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return {
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games: [...this.games.values()].map((g) => structuredClone(g.view)),
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atGameLimit: this.gameLimit,
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atGameLimit: false,
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};
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}
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@@ -293,6 +292,7 @@ export class MockGateway implements GatewayClient {
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vsAi: true,
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unreadChat: false,
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unreadMessages: false,
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kind: 1,
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seats: [
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{ seat: 0, accountId: ME, displayName: 'You', score: 0, hintsUsed: 0, isWinner: false },
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{ seat: 1, accountId: 'robot', displayName: 'Robot', score: 0, hintsUsed: 0, isWinner: false },
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@@ -326,6 +326,7 @@ export class MockGateway implements GatewayClient {
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vsAi: false,
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unreadChat: false,
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unreadMessages: false,
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kind: 2,
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seats: [
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{ seat: 0, accountId: ME, displayName: 'You', score: 0, hintsUsed: 0, isWinner: false },
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{ seat: 1, accountId: '', displayName: '', score: 0, hintsUsed: 0, isWinner: false },
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@@ -377,13 +378,13 @@ export class MockGateway implements GatewayClient {
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if (this.openGameId) this.seatOpponent(this.openGameId);
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}
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// setGameLimit forces the lobby's at_game_limit flag (the e2e hook
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// window.__mock.setGameLimit), then nudges the lobby to re-fetch games.list so the
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// "New Game" button and the notice update in place. The lobby refetches on any
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// non-heartbeat event; an unrecognised notify sub triggers only that refetch.
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setGameLimit(v: boolean): void {
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this.gameLimit = v;
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this.emit({ kind: 'notify', sub: 'game_limit' });
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// setGameLimits overrides the profile's per-kind active-game caps (the e2e hook
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// window.__mock.setGameLimits), then emits a profile notify so the app re-fetches the profile and
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// the New-Game screen's per-kind lock recomputes in place — the same path a guest→durable upgrade
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// takes to lift the lock.
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setGameLimits(l: GameLimits): void {
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this.profile.gameLimits = { ...l };
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this.emit({ kind: 'notify', sub: 'profile' });
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}
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async lobbyPoll(): Promise<MatchResult> {
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