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.
This commit is contained in:
Ilia Denisov
2026-07-10 09:03:57 +02:00
parent 2e5136b22a
commit ed53e25e57
35 changed files with 897 additions and 223 deletions
+13
View File
@@ -312,6 +312,8 @@ type GameRow struct {
UpdatedAt string
// VsAI marks an honest-AI game (rendered as 🤖 in the list's AI column).
VsAI bool
// Kind is the game's origin tag label: vs_ai / random / friends / unknown.
Kind string
}
// GamesView is the paginated games list, optionally filtered by status.
@@ -321,6 +323,17 @@ type GamesView struct {
Pager Pager
}
// GameLimitsView is the per-tier, per-kind active-game limit form: each field is a cap where -1
// is unlimited, 0 blocks the kind, and a positive value caps concurrent games of that kind.
type GameLimitsView struct {
GuestVsAI int
GuestRandom int
GuestFriends int
DurableVsAI int
DurableRandom int
DurableFriends int
}
// GameDetailView is one game with its seats.
type GameDetailView struct {
ID string