feat(lobby): cap simultaneous quick games at 10
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Limit a player to 10 active quick games (auto-match + AI); friend games created by invitation are not counted. At the cap the backend refuses both new-game entry points — quick enqueue and invitation creation — with 409 game_limit_reached, while accepting an incoming invitation stays allowed, so friend games are capped from the other end. The lobby disables "New Game" and shows a low-emphasis notice, driven by a new at_game_limit flag on games.list (no per-event payload: a turn change does not move the count, and the lobby already re-fetches games.list on entry and every game event). - game.MaxActiveQuickGames + Store/Service.CountActiveQuickGames (active/open seats, no game_invitations row; hidden games still count -> dedicated count) - Server.ensureUnderGameLimit gating handleEnqueue + handleCreateInvitation; game.ErrGameLimitReached -> 409 game_limit_reached - FB GameList.at_game_limit (regenerated Go + TS) through the gateway transcode and UI codec; gameListDTO + lobbycache snapshot + Lobby.svelte + i18n - tests: integration count rule + HTTP gate + accept bypass; server error map; gateway transcode round-trip; UI codec + lobbycache unit; e2e gamelimit - docs: PRERELEASE (GL), FUNCTIONAL(+ru), ARCHITECTURE 8, UI_DESIGN, backend README
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@@ -33,6 +33,7 @@ the edge before prod. Each phase maps back to the owner's raw pre-release TODO l
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| AB | Manual account block (admin suspension): permanent/temporary with an editable en+ru reason picklist; a block forfeits the player's active games + cancels their open ones; a backend gate refuses a blocked account with **403 `account_blocked`**; the UI shows a terminal blocked screen and stops all push/poll; manual unblock; temporary blocks self-expire (migration `00003`) | owner ad-hoc | **done** |
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| AI | Honest AI opponent in quick game: an explicit 🤖 AI / 👤 random selector (AI default); the robot is seated and moves at once; 7-day inactivity loss (the per-turn timeout reused); chat/nudge disabled, no statistics; the opponent is shown as 🤖 everywhere | owner ad-hoc | **done** |
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| AD | Advertising banner ("ad network"): server-driven weighted campaigns (percent weight + validity window; the perpetual default fills the remainder up to 100%), bilingual messages shown by bot (`service_language`); eligibility = free account + empty hint wallet + no `no_banner` role (guests included); the resolved feed rides `profile.get` with a `notify` `banner` re-poll on eligibility change; `/_gm/banners` admin + global display timings; client smooth-weighted-round-robin rotation + fade-out/gap/fade-in UX. A single `app.load` bootstrap aggregator was considered and **deferred** (see ARCHITECTURE §10). | owner ad-hoc | **done** (PR1 backend+admin, PR2 UI rotation) |
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| GL | Simultaneous quick-game cap (10): grey "New Game" + a lobby notice at the cap; backend gate on quick enqueue + invitation creation (409 `game_limit_reached`), accepting invitations exempt; `at_game_limit` rides `games.list` | owner ad-hoc | **done** |
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| → | Stage 18 — prod contour deploy | — | see [`PLAN.md`](PLAN.md) |
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## Key findings (these reshaped the raw list — read before starting a phase)
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@@ -520,3 +521,27 @@ Then Stage 18.
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the shared `selectMove`; the per-game intent (and the admin card) is unchanged. Tests: `robot` unit
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(taper bounds + monotonicity, never-in-endgame, determinism, ~20% distribution). Bake-back:
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`docs/ARCHITECTURE.md` §7, `docs/FUNCTIONAL.md` (+`_ru`), `backend/README.md`, `PLAN.md` Stage 5.
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- **GL — Simultaneous quick-game cap** (owner ad-hoc, not on the raw TODO list): a player may hold at
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most **10** active quick games; at the cap the lobby greys **New Game** and shows a plain notice
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"Вы достигли лимита одновременных партий", both clearing automatically when an active game finishes.
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- **Locked decisions (interview):** what counts = active **+** open (searching) quick games, **including
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AI** (`vs_ai`); friend games (invitation-linked) **never** count. The backend gate refuses **all** new-game
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creation at the cap — `lobby/enqueue` **and** `invitations` — with **409 `game_limit_reached`**; **accepting**
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an invitation is never gated, so friend games are capped "from the other end". Delivery = a boolean
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**`at_game_limit`** on the existing `games.list` (no per-event payload: a turn change does not move the count,
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and the lobby already re-fetches `games.list` on entry + every game event); the first uncached lobby frame
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defaults the button **enabled** (the backend gate is the authority).
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- **What shipped:** `game.MaxActiveQuickGames` + `Store/Service.CountActiveQuickGames` (active/open seats, no
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`game_invitations` row; hidden games still count → a dedicated count, not a filter over the lobby list);
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`Server.atGameLimit`/`ensureUnderGameLimit` gating `handleEnqueue` + `handleCreateInvitation`;
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`gameListDTO.at_game_limit`; the FB `GameList` trailing `at_game_limit` (regenerated Go + TS) threaded through
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the gateway transcode + UI codec; `lib/model` + `lobbycache` snapshot + `Lobby.svelte` (disabled tab + a muted
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`.limit` notice); i18n `lobby.limitReached` (en authoritative + ru).
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- **Caveat (logged):** the gate is a pre-check, not transaction-atomic — concurrent creates from one account could
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momentarily exceed by 1–2 (harmless soft cap; the UI disables the button regardless). Strict atomicity was judged
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a disproportionate diff across the two create paths.
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- **No schema change → no contour DB wipe** (only a trailing FB field, no migration). Tests: backend integration
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(`game_limit_test.go`: count rule + HTTP gate 409 + accept bypass), server unit (error mapping), gateway
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transcode round-trip, UI codec + lobbycache unit, e2e (`gamelimit.spec.ts`). Bake-back: `docs/FUNCTIONAL.md`
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(+`_ru`), `docs/ARCHITECTURE.md` §8, `docs/UI_DESIGN.md`, `backend/README.md`.
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