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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@@ -313,9 +313,12 @@ table History {
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moves:[MoveRecord];
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}
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// GameList is the caller's games (active and finished) for the lobby.
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// GameList is the caller's games (active and finished) for the lobby. at_game_limit is
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// true when the caller has reached the simultaneous quick-game cap, so the lobby
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// disables "New Game" and shows a notice.
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table GameList {
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games:[GameView];
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at_game_limit:bool;
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}
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// --- lobby (authenticated) ---
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@@ -61,8 +61,20 @@ func (rcv *GameList) GamesLength() int {
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return 0
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}
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func (rcv *GameList) AtGameLimit() bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
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if o != 0 {
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return rcv._tab.GetBool(o + rcv._tab.Pos)
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}
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return false
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}
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func (rcv *GameList) MutateAtGameLimit(n bool) bool {
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return rcv._tab.MutateBoolSlot(6, n)
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}
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func GameListStart(builder *flatbuffers.Builder) {
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builder.StartObject(1)
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builder.StartObject(2)
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}
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func GameListAddGames(builder *flatbuffers.Builder, games flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(games), 0)
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@@ -70,6 +82,9 @@ func GameListAddGames(builder *flatbuffers.Builder, games flatbuffers.UOffsetT)
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func GameListStartGamesVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
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return builder.StartVector(4, numElems, 4)
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}
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func GameListAddAtGameLimit(builder *flatbuffers.Builder, atGameLimit bool) {
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builder.PrependBoolSlot(1, atGameLimit, false)
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}
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func GameListEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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