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
This commit is contained in:
Ilia Denisov
2026-06-16 22:51:18 +02:00
parent 05d83ced86
commit 63ab85a5e5
32 changed files with 496 additions and 28 deletions
+22
View File
@@ -450,6 +450,28 @@ func (s *Store) ListGamesForAccount(ctx context.Context, accountID uuid.UUID) ([
return out, nil
}
// CountActiveQuickGames counts the account's in-progress quick games — the ones the
// simultaneous-game limit (MaxActiveQuickGames) is checked against. It includes both
// active and still-open (awaiting-opponent) games, the honest-AI ones among them, and
// excludes friend games (those linked to a game_invitations row) and finished games.
// A hidden game still occupies a slot, so this is a dedicated count rather than a
// filter over ListGamesForAccount (which drops hidden games). Joining on the account's
// own seat counts each game once (an open game's empty opponent seat has no account).
func (s *Store) CountActiveQuickGames(ctx context.Context, accountID uuid.UUID) (int, error) {
// The status literals are game.StatusActive / game.StatusOpen, matching the
// games.status CHECK in the baseline migration.
const q = `
SELECT COUNT(*) FROM backend.games g
JOIN backend.game_players gp ON gp.game_id = g.game_id
LEFT JOIN backend.game_invitations gi ON gi.game_id = g.game_id
WHERE gp.account_id = $1 AND g.status IN ('active', 'open') AND gi.game_id IS NULL`
var n int
if err := s.db.QueryRowContext(ctx, q, accountID).Scan(&n); err != nil {
return 0, fmt.Errorf("game: count active quick games: %w", err)
}
return n, nil
}
// HideGame hides a game from the account's own lobby list (idempotent). The caller validates the
// game is finished and the account is a player.
func (s *Store) HideGame(ctx context.Context, accountID, gameID uuid.UUID) error {