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