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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@@ -24,11 +24,17 @@ if (isMock && typeof window !== 'undefined') {
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// attaches a robot on a timer).
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(
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window as unknown as {
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__mock?: { joinOpponent(): void; joinOpponentSilently(): void; adminReply(): void };
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__mock?: {
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joinOpponent(): void;
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joinOpponentSilently(): void;
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adminReply(): void;
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setGameLimit(v: boolean): void;
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};
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}
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).__mock = {
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joinOpponent: () => (gateway as MockGateway).joinPendingOpponent(),
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joinOpponentSilently: () => (gateway as MockGateway).joinPendingOpponentSilently(),
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adminReply: () => (gateway as MockGateway).mockAdminReply(),
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setGameLimit: (v: boolean) => (gateway as MockGateway).setGameLimit(v),
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};
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}
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