feat(lobby): cap simultaneous quick games at 10
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CI / unit (pull_request) Successful in 9s
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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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@@ -98,6 +98,8 @@ export class MockGateway implements GatewayClient {
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private feedbackReplyUnread = false;
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// The most recently opened auto-match game still awaiting an opponent, for the e2e join hook.
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private openGameId: string | null = null;
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// gameLimit forces the lobby's at_game_limit flag for the e2e (window.__mock.setGameLimit).
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private gameLimit = false;
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private friends: AccountRef[] = MOCK_FRIENDS.map((f) => ({ ...f }));
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private incoming: AccountRef[] = MOCK_INCOMING.map((f) => ({ ...f }));
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private outgoing: AccountRef[] = [];
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@@ -152,7 +154,10 @@ export class MockGateway implements GatewayClient {
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return { blocked: false, permanent: false, until: '', reason: '' };
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}
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async gamesList(): Promise<GameList> {
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return { games: [...this.games.values()].map((g) => structuredClone(g.view)) };
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return {
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games: [...this.games.values()].map((g) => structuredClone(g.view)),
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atGameLimit: this.gameLimit,
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};
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}
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// --- lobby ---
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@@ -257,6 +262,15 @@ export class MockGateway implements GatewayClient {
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if (this.openGameId) this.seatOpponent(this.openGameId);
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}
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// setGameLimit forces the lobby's at_game_limit flag (the e2e hook
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// window.__mock.setGameLimit), then nudges the lobby to re-fetch games.list so the
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// "New Game" button and the notice update in place. The lobby refetches on any
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// non-heartbeat event; an unrecognised notify sub triggers only that refetch.
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setGameLimit(v: boolean): void {
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this.gameLimit = v;
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this.emit({ kind: 'notify', sub: 'game_limit' });
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}
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async lobbyPoll(): Promise<MatchResult> {
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if (this.pendingMatch) {
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const g = this.games.get(this.pendingMatch);
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