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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@@ -1178,6 +1178,14 @@ func (svc *Service) ListForAccount(ctx context.Context, accountID uuid.UUID) ([]
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return svc.store.ListGamesForAccount(ctx, accountID)
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}
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// CountActiveQuickGames reports how many in-progress quick games the account holds —
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// the count the simultaneous-game limit (MaxActiveQuickGames) is checked against. It
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// counts active and still-open quick games (including honest-AI ones) and excludes
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// friend games created by invitation and finished games. See Store.CountActiveQuickGames.
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func (svc *Service) CountActiveQuickGames(ctx context.Context, accountID uuid.UUID) (int, error) {
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return svc.store.CountActiveQuickGames(ctx, accountID)
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}
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// HideGame hides a finished game from accountID's own lobby (it stays visible to the other
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// players); it is irreversible by design. Only a player of a finished game may hide it
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// (ErrNotAPlayer / ErrGameActive otherwise); hiding an already-hidden game is a no-op.
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@@ -450,6 +450,28 @@ func (s *Store) ListGamesForAccount(ctx context.Context, accountID uuid.UUID) ([
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return out, nil
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}
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// CountActiveQuickGames counts the account's in-progress quick games — the ones the
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// simultaneous-game limit (MaxActiveQuickGames) is checked against. It includes both
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// active and still-open (awaiting-opponent) games, the honest-AI ones among them, and
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// excludes friend games (those linked to a game_invitations row) and finished games.
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// A hidden game still occupies a slot, so this is a dedicated count rather than a
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// filter over ListGamesForAccount (which drops hidden games). Joining on the account's
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// own seat counts each game once (an open game's empty opponent seat has no account).
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func (s *Store) CountActiveQuickGames(ctx context.Context, accountID uuid.UUID) (int, error) {
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// The status literals are game.StatusActive / game.StatusOpen, matching the
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// games.status CHECK in the baseline migration.
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const q = `
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SELECT COUNT(*) FROM backend.games g
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JOIN backend.game_players gp ON gp.game_id = g.game_id
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LEFT JOIN backend.game_invitations gi ON gi.game_id = g.game_id
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WHERE gp.account_id = $1 AND g.status IN ('active', 'open') AND gi.game_id IS NULL`
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var n int
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if err := s.db.QueryRowContext(ctx, q, accountID).Scan(&n); err != nil {
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return 0, fmt.Errorf("game: count active quick games: %w", err)
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}
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return n, nil
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}
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// HideGame hides a game from the account's own lobby list (idempotent). The caller validates the
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// game is finished and the account is a player.
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func (s *Store) HideGame(ctx context.Context, accountID, gameID uuid.UUID) error {
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@@ -65,6 +65,9 @@ var (
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ErrNoHintsLeft = errors.New("game: no hints remaining")
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// ErrNoHintAvailable is returned when the player has no legal play to reveal.
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ErrNoHintAvailable = errors.New("game: no legal move to suggest")
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// ErrGameLimitReached is returned when an account already holds MaxActiveQuickGames
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// simultaneous quick games and tries to create another game (quick or by invitation).
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ErrGameLimitReached = errors.New("game: simultaneous game limit reached")
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)
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// AllowedTurnTimeouts is the set of per-game move clocks a game may be created
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@@ -87,6 +90,15 @@ const DefaultTurnTimeout = 24 * time.Hour
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// one of AllowedTurnTimeouts (never offered in the creation UI).
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const AIInactivityTimeout = 7 * 24 * time.Hour
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// MaxActiveQuickGames is the cap on a player's simultaneous quick games (human
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// auto-match and honest-AI), counting both in-progress (StatusActive) and
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// still-open, awaiting-opponent (StatusOpen) games. Friend games created by
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// invitation are not counted. At the cap the backend refuses to create a new game
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// of any kind — quick or by invitation — and the lobby disables "New Game";
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// accepting an incoming invitation is always allowed. See
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// Store.CountActiveQuickGames.
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const MaxActiveQuickGames = 10
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// aiPlayerName labels the robot seat in an honest-AI game's GCG export, so a downloaded
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// game file shows a clean "AI" rather than the robot's human-like pool name (the in-app
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// UI shows 🤖 from the game's vs_ai flag).
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