feat(backend): per-tier, per-kind active-game limits with a guest funnel
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Cap a player's simultaneous unfinished games per kind (vs_ai, random, friends) with independent guest and durable-account tiers, held in a new single-row backend.config table (-1 = unlimited) behind an in-memory cache and editable live in the admin console (/_gm/limits). Each game is tagged with games.game_kind on creation. This replaces the earlier flat MaxActiveQuickGames=10 combined cap: the per-tier/kind config is the single mechanism, enforced at the same handler gate (ensureUnderGameLimit by kind on lobby/enqueue) plus the durable friends cap in CreateInvitation. game.Service.AtGameLimit only resolves the tier and counts; the limit policy stays at the request edge. Guests are now refused friend requests, friend-code redemption, befriend-in-game and invitation creation outright (403 guest_forbidden) -- previously only the UI hid these. Admin: a kind column in both game lists and the config editor. Defaults: guest 1 vs_ai / 1 random / 0 friends; durable 10 / 10 / 10.
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@@ -37,7 +37,7 @@ status — without re-deriving decisions.
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| E5 | Payment intake | 2 | DONE |
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| E6 | Ads | 2 | DONE |
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| E7 | Admin, reports & catalog | 2 | DONE |
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| E8 | Guest limits | — | TODO |
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| E8 | Guest limits | — | WIP |
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| E9 | Tournament fee | future | TODO |
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**Release 1** = full mechanics with no real money, exercised via `admin_grant` (E0→E1→E2→E3).
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@@ -782,38 +782,79 @@ become bootstrap-only.
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## E8 — Guest limits
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**Status:** TODO · **standalone** (game-behaviour change; can run in parallel) · depends on:
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none · mechanics: PAYMENTS §6.
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**Status:** WIP · **standalone** (game-behaviour change) · depends on: none · mechanics: PAYMENTS §6.
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**Goal.** A registration funnel: cap what a guest can do, enforced **server-side** (today the
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gating is UI-only).
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**Goal.** A registration funnel: cap what a guest can do, enforced **server-side** (today UI-only),
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with configurable per-tier × per-kind limits so the pressure tunes without a release.
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**Finding (verified).** The friend/invitation paths do **not** check `is_guest` on the
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server — only the UI hides them: `social/friends.go:50` `SendFriendRequest`,
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`robotfriends.go:41` `RequestInGame`, `friendcodes.go:67` `RedeemFriendCode`,
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`lobby/invitations.go:208` `CreateInvitation`. A guest with a valid `X-User-ID` can call them
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in the UI's stead.
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**Finding (verified).** Two gaps. (a) The friend/invitation paths do **not** check `is_guest` on the
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server — only the UI hides them: `social/friends.go`, `robotfriends.go`, `friendcodes.go`,
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`lobby/invitations.go`. A guest with a valid `X-User-ID` can call them. (b) A **pre-existing** flat
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cap already existed: `game.MaxActiveQuickGames`=10 — a **combined** cap on `active`+`open` quick
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games (vs_ai+random together, friend games excluded), counted by `CountActiveQuickGames`, enforced at
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the handler (`ensureUnderGameLimit`) with **409 `game_limit_reached`**, surfaced as `at_game_limit`.
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E8's per-tier × per-kind config **subsumes and replaces** it (decided: option A).
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**Delivery & baked decisions (this planning round).** A linear PR stack; E8 is game-behaviour, no
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payments mixed in.
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- **`games.game_kind smallint DEFAULT 0`** (0=unknown — pre-E8 games, never gated; 1=vs_ai; 2=random;
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3=friends), set on creation (`StartVsAI`=1, `Enqueue`=2, a friend invitation=3). Existing games
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stay 0 and fall outside the gate.
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- **Limits are per-tier × per-kind**, in a **new single-row `backend.config`** table:
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`guest_{vs_ai,random,friends}_limit` + `durable_{vs_ai,random,friends}_limit` (smallint,
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**`-1`=unlimited**), seeded `(1,1,0, 10,10,10)`. A guest is capped at 1 vs_ai + 1 random (friends
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is moot — the guest gate blocks friend games); a durable account is **10 per kind** — the old flat
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MaxActiveQuickGames=10, now split per kind. Editable in the admin.
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- **The old flat cap is removed** (option A, owner-agreed): `MaxActiveQuickGames`,
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`CountActiveQuickGames`, `atGameLimit` deleted; the per-tier/kind config is the single mechanism,
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enforced at the **same handler gate** (`ensureUnderGameLimit(kind)` for `enqueue`
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random/vs_ai) plus the durable **friends cap** inside `CreateInvitation`. The gate stays out of the
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game domain — `game.Service.AtGameLimit(account, kind)` only resolves tier + counts.
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- **A hot in-memory cache** fronts the config (read once on start, invalidated on the admin edit —
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mirrors the payments read-cache) so a login / game-create never queries it.
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- **"Active" = `open` + `active`** (an open, unmatched random game holds a slot); the limit is on
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**creation** — an existing game is grandfathered, never interrupted.
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- **Limits ride the wire (forward-compat, no double break):** `Profile.game_limits`
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(`GameLimits{vs_ai, random, friends}` — the caller's tier resolved server-side) + `GameView.kind`,
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so the client counts active games **per kind** from its lobby and locks the right start button. On
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a guest → durable upgrade (register / link) the client **re-fetches the profile** so the new
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(durable) limits apply. The client picks the lock's message by tier: a **guest** → the login funnel;
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a **durable** account at its cap → a plain "finish a current game first" notice.
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**Work.**
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- **Server guest gate** on friend-request / redeem-code / invitation-create: refuse when the
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caller `is_guest` (add an `ErrGuestForbidden`-style guard, as `feedback` already has).
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- **Active-game limits** for guests: at most **1 random-opponent game + 1 vs_ai** concurrently
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(enforce on game/invitation creation in `lobby`/`game`; today no such limit exists).
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- Keep the existing UI gating; this adds the server as the source of truth.
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- ~~**PR1 — backend + admin (server-side)** — DONE.~~ The migration (`game_kind` + `backend.config`,
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seeded `1,1,0 / 10,10,10` + jetgen); `game_kind` set on creation and projected onto `game.Game`;
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the **guest gate** (`ErrGuestForbidden`, mapped to **403 `guest_forbidden`**) on friend-request /
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redeem-code / befriend-in-game / invitation-create; the **active-limit enforce** — the old flat
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`MaxActiveQuickGames` mechanism removed and replaced by `ensureUnderGameLimit(kind)` on `enqueue`
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(random/vs_ai) plus the durable friends cap in `CreateInvitation`, keyed off
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`game.Service.AtGameLimit`; the **`internal/gamelimits` config + hot cache** (loaded at boot,
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invalidated on edit); the admin **kind column** in both game lists (`/_gm/games` + the user card)
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and a **config editor** (`/_gm/limits`) for the six limits.
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- **PR2 — wire + client:** `Profile.game_limits` (the caller's tier) + `GameView.kind` (FBS +
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transcode + codec); the client per-kind active count from the lobby; the **lock badge** on a capped
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new-game start button, with two messages by tier — a **guest** login-funnel modal ("Войдите или
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создайте учётную запись…", Отмена / Вход→profile) and, for a **durable** account at its cap, a plain
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notice ("Вы достигли лимита одновременных игр, сначала завершите текущие", ОК; **native** popup in
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Telegram — no gesture-gated API follows it); the profile re-fetch after a guest→durable upgrade.
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**Tests.**
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- integration: guest is refused friend/redeem/invitation server-side; guest blocked from a
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2nd random / 2nd vs_ai; durable account unaffected.
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- UI: guest sees the funnel (existing hides + any new messaging).
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- integration (PR1, done): `game_kind` persisted per path; guest refused friend/redeem/invitation
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(domain + HTTP 403); guest blocked from a 2nd vs_ai / 2nd random (+ `at_game_limit`); durable on the
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higher tier; the durable friends cap + config cache reflecting an admin edit; accept stays exempt.
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- unit (PR1, done): the per-tier/kind limit resolution (`Cap`, `LimitsFor`).
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- UI (PR2): the lock + the two modals on a capped button (mock); the profile re-fetch lifts the lock
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after register.
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**Done-criteria.** Guests are server-limited to 1 random + 1 vs_ai and cannot friend/invite;
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durable accounts unchanged; regression that this does not break existing durable flows.
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**Done-criteria.** A guest is server-capped (default 1 vs_ai + 1 random, configurable) and cannot
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friend/invite; a durable account is capped at 10 per kind (configurable); the client shows the lock +
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the tier-appropriate modal and the cap lifts on registration; durable flows otherwise unchanged.
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**Notes/risks.** This changes existing game behaviour — its own tests, its own PR, no
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mixed-in payments changes. Decide whether a guest may finish an already-started game (limit
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on creation, not mid-game) at implementation and record it here.
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**Notes/risks.** Game-behaviour change — own PRs, own tests, no payments mixed in. The limit is on
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creation (existing games grandfathered). The config cache is single-instance (matching the deploy).
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---
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