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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@@ -62,6 +62,11 @@ export interface GameView {
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* badge can be coloured apart from the nudge-only case. Same REST-seeded lifecycle as
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* unreadChat; the live-event GameView leaves it false. */
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unreadMessages: boolean;
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/** The game's origin for the active-game limits: 0 unknown (a pre-existing game, never gated),
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* 1 vs_ai, 2 random, 3 friends. The lobby counts active games per kind against the caller's
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* per-kind limits (Profile.gameLimits) to lock a capped New-Game start. Local/offline games
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* leave it 0 (they never count toward the online limits). */
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kind: number;
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seats: Seat[];
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}
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@@ -234,6 +239,21 @@ export interface Profile {
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* offline-capable PWA reads it to preload the matching dawg for each enabled variant off
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* this cold-start response. Empty only in a degenerate deployment with no resident dictionary. */
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dictVersions: Partial<Record<Variant, string>>;
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/** The caller's tier active-game caps per kind (-1 = unlimited); the New-Game screen counts the
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* player's active games per kind from the lobby and locks a capped start. Absent from an old
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* backend (then no lock applies). */
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gameLimits?: GameLimits;
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}
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/** GameKind labels the game_kind wire values for the active-game limits. */
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export const GameKind = { vsAi: 1, random: 2, friends: 3 } as const;
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/** The caller's tier active-game caps per kind (-1 = unlimited), resolved to the guest or durable
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* tier server-side. The New-Game screen locks a start whose kind is at its cap. */
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export interface GameLimits {
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vsAi: number;
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random: number;
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friends: number;
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}
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/** The post-move interstitial-ad config for the client-mirrored gate: the cooldowns (seconds) and
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