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.
This commit is contained in:
Ilia Denisov
2026-07-10 10:09:45 +02:00
parent e45167041f
commit 3306a016a0
45 changed files with 811 additions and 130 deletions
+5 -25
View File
@@ -23,12 +23,6 @@
let games = $state<GameView[]>([]);
let invitations = $state<Invitation[]>([]);
let incoming = $state<AccountRef[]>([]);
// True when the player has reached the simultaneous quick-game cap: the "New Game" tab is
// disabled and a notice shows under the lists. It rides the games.list response (which the
// lobby refetches on entry and on every game event) and the cached snapshot, so it renders
// in its last known state instantly and refreshes in the background. Optimistic default
// (enabled) for the very first, uncached load; the backend gate is the authority.
let atGameLimit = $state(false);
const guest = $derived(app.profile?.isGuest ?? true);
// The lobby ⚙️ badge is the shared count: incoming friend requests plus an awaiting
@@ -51,9 +45,8 @@
games = local;
invitations = [];
incoming = [];
atGameLimit = false;
app.notifications = 0;
setLobby({ games, invitations, incoming, atGameLimit, offline: offlineMode.active });
setLobby({ games, invitations, incoming, offline: offlineMode.active });
app.lobbyReady = true;
return;
}
@@ -64,7 +57,6 @@
// Seed the per-game unread badges from the authoritative list. The live stream only raises
// unread (it never seeds it from a GameView), so a persisted unread survives a reload here.
for (const g of games) seedChatUnread(g.id, g.unreadChat, g.unreadMessages);
atGameLimit = list.atGameLimit;
if (!guest) {
const [inv, inc] = await Promise.all([gateway.invitationsList(), gateway.friendsIncoming()]);
if (seq !== loadSeq) return;
@@ -75,7 +67,7 @@
app.notifications = incoming.length;
void refreshFeedbackBadge();
}
setLobby({ games, invitations, incoming, atGameLimit, offline: offlineMode.active });
setLobby({ games, invitations, incoming, offline: offlineMode.active });
// Warm the cache for the ongoing games so opening one from the lobby is instant. The list
// just loaded, so the connection is up; the call is non-blocking and re-running it on each
// lobby refresh cheaply warms any newly appeared game (already-cached ones are skipped).
@@ -103,7 +95,6 @@
games = cached.games;
invitations = cached.invitations;
incoming = cached.incoming;
atGameLimit = cached.atGameLimit;
}
void load();
});
@@ -231,7 +222,7 @@
revealedId = null;
const prev = games;
games = games.filter((g) => g.id !== id); // optimistic; the backend already filters it out
setLobby({ games, invitations, incoming, atGameLimit, offline: offlineMode.active });
setLobby({ games, invitations, incoming, offline: offlineMode.active });
try {
// A local (offline) game is deleted from the device store; an online game is hidden on the
// backend. Routing by id keeps the delete off the network for a local game (the transport
@@ -240,7 +231,7 @@
else await gateway.hideGame(id);
} catch (e) {
games = prev;
setLobby({ games, invitations, incoming, atGameLimit, offline: offlineMode.active });
setLobby({ games, invitations, incoming, offline: offlineMode.active });
handleError(e);
}
}
@@ -379,10 +370,6 @@
{#if !games.length && !invitations.length}
<p class="empty">{t('lobby.noActive')}</p>
{/if}
{#if atGameLimit}
<p class="limit">{t('lobby.limitReached')}</p>
{/if}
</div>
{#if declineTarget}
@@ -411,7 +398,7 @@
{#snippet tabbar()}
<TabBar>
<button class="tab" disabled={atGameLimit} onclick={() => navigate('/new')}>
<button class="tab" onclick={() => navigate('/new')}>
<span class="sq" data-coach="lobby-new">🎲</span><span class="lbl">{t('lobby.new')}</span>
</button>
<button class="tab" disabled={offlineMode.active} onclick={() => navigate('/stats')}>
@@ -444,13 +431,6 @@
font-size: 0.9rem;
margin: 0;
}
/* A plain, low-emphasis line under the lists when the simultaneous-game cap is reached. */
.limit {
color: var(--text-muted);
font-size: 0.9rem;
margin: 0;
text-align: center;
}
.invite {
display: flex;
align-items: center;
+28 -3
View File
@@ -2,7 +2,11 @@
import { onMount } from 'svelte';
import Screen from '../components/Screen.svelte';
import Modal from '../components/Modal.svelte';
import GameLimitModal from '../components/GameLimitModal.svelte';
import PinPad, { type PinResult } from '../components/PinPad.svelte';
import { getLobby } from '../lib/lobbycache';
import { isKindLocked } from '../lib/gamelimits';
import { GameKind } from '../lib/model';
import { gateway } from '../lib/gateway';
import { app, handleError, showToast } from '../lib/app.svelte';
import { connection } from '../lib/connection.svelte';
@@ -51,6 +55,14 @@
// or a random human via auto-match. AI is the default.
let opponent = $state<'ai' | 'random'>('ai');
// Active-game limit lock: the auto-start kind (vs_ai or random by the opponent choice) tested
// against the caller's per-kind cap over the online lobby's active games. A capped start opens the
// funnel modal instead of enqueuing (the server also refuses it); offline never locks (local
// games are uncapped). The lock lifts when the profile is re-fetched after a guest→durable upgrade.
const autoKind = $derived(opponent === 'ai' ? GameKind.vsAi : GameKind.random);
const autoLocked = $derived(!offlineMode.active && isKindLocked(getLobby(false)?.games ?? [], app.profile?.gameLimits, autoKind));
let limitOpen = $state(false);
// --- auto-match ---
// Enqueue drops the player straight into a real game — a freshly opened one awaiting an
// opponent, or another player's open game they just joined — so we navigate into it at once
@@ -329,9 +341,16 @@
{#if opponent === 'random'}<p class="searchhint">{t('new.searchHint')}</p>{/if}
<button
class="invite"
disabled={!selectedAuto || (!connection.online && !offlineMode.active) || starting}
onclick={() => selectedAuto && find(selectedAuto)}
>{t('new.start')}</button>
class:locked={autoLocked}
disabled={(autoLocked ? false : !selectedAuto) || (!connection.online && !offlineMode.active) || starting}
onclick={() => (autoLocked ? (limitOpen = true) : selectedAuto && find(selectedAuto))}
>{#if autoLocked}🔒 {/if}{t('new.start')}</button>
<GameLimitModal
open={limitOpen}
{guest}
onclose={() => (limitOpen = false)}
onlogin={() => { limitOpen = false; navigate('/settings'); }}
/>
{:else if offlineMode.active}
<!-- Offline pass-and-play (hotseat): a device-local 2-4 human game. The host sets a master
PIN first (it gates the roster); each seat may add its own PIN. -->
@@ -660,6 +679,12 @@
.invite:disabled {
opacity: 0.5;
}
/* A capped start (the active-game limit): an outline instead of the filled CTA, with a 🔒, so it
reads as gated rather than ready. Tapping it opens the funnel modal, never a game. */
.invite.locked {
background: transparent;
color: var(--accent);
}
.searchhint {
margin: 0;
text-align: center;