fix(games): carry game kind on live events + fix the New Game lock funnel
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Address review of the active-game limit lock: - Live-event GameViews (opponent_moved, match_found, game_started, ...) did not carry game_kind, so a lobby patch from an event zeroed a game's kind and the client's per-kind count under-counted — a capped kind read as free (a disabled start instead of the lock, and a wrong per-kind result). Thread Kind through notify.GameSummary → the event GameView. - New Game screen refreshes the lobby games on mount so the per-kind count reflects the current set, not a stale cached snapshot. - The guest funnel's login button routes to the profile screen (the account controls), not settings. - Copy: the guest prompt is "sign in to use all the game's features"; the durable notice is "finish your active games to start a new one". Regression tests: the notify opponent-moved payload carries kind; the client lock locks only the reached kind (vs_ai at cap leaves random open).
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@@ -35,6 +35,9 @@ type GameSummary struct {
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EndReason string
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Seats []SeatStanding
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LastActivityUnix int64
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// Kind is the game's origin for the active-game limits (0 unknown, 1 vs_ai, 2 random, 3 friends);
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// it rides live events so a lobby patch keeps the per-kind count correct.
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Kind int
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}
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// AlphabetLetter is one variant alphabet entry (a display-only row) embedded in an
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