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
+37 -8
View File
@@ -17,6 +17,7 @@ import (
"scrabble/backend/internal/account"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/notify"
"scrabble/backend/internal/payments"
"scrabble/backend/internal/session"
@@ -57,6 +58,9 @@ type Service struct {
// nil, only the free per-game allowance is served (no purchased hints). vs_ai hints are
// wallet-free and never touch it.
hintWallet HintWallet
// limits is the per-tier active-game cap config (cached). Set by SetGameLimits during wiring;
// when nil, no active-game limit is enforced (a game is always creatable).
limits *gamelimits.Service
// clearNudges, when set, marks the actor's pending nudges in a game read once they
// have committed a move (a nudge answered by moving stops counting as unread). It is
// best-effort and kept as a func so the game package never imports the social package.
@@ -126,6 +130,37 @@ func (svc *Service) SetHintWallet(w HintWallet) {
svc.hintWallet = w
}
// SetGameLimits installs the active-game limit config (cached), enabling the per-tier caps. When
// unset (nil), a game is always creatable.
func (svc *Service) SetGameLimits(l *gamelimits.Service) {
svc.limits = l
}
// AtGameLimit reports whether accountID has reached its tier's active-game cap for kind — the
// per-tier, per-kind limits held in backend.config, read from the in-memory cache. It resolves
// the caller's tier (guest vs durable) from the account, then counts its open+active games of that
// kind. It reports false (not at the limit) when the limits config is not wired, the account is nil,
// or the resolved cap is gamelimits.Unlimited. It backs the new-game gate (the handler aborts 409
// game_limit_reached) and the lobby's at-limit flag.
func (svc *Service) AtGameLimit(ctx context.Context, accountID uuid.UUID, kind gamelimits.Kind) (bool, error) {
if svc.limits == nil || accountID == uuid.Nil {
return false, nil
}
acc, err := svc.accounts.GetByID(ctx, accountID)
if err != nil {
return false, err
}
limit := svc.limits.LimitsFor(acc.IsGuest).Cap(kind)
if limit == gamelimits.Unlimited {
return false, nil
}
n, err := svc.store.CountActiveByKind(ctx, accountID, kind)
if err != nil {
return false, err
}
return n >= limit, nil
}
// walletContext resolves the payments gate inputs for an account on the current request: the
// trusted execution context (from the session platform carried on ctx; absent ⇒ untrusted) and
// the account's present identity sources (which chip/benefit segments are awake, §6).
@@ -338,6 +373,7 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
dropoutTiles: params.DropoutTiles.String(),
multipleWordsPerTurn: params.MultipleWordsPerTurn,
vsAI: params.VsAI,
kind: params.Kind,
}
if err := svc.store.CreateGame(ctx, ins, seats, seeding.draws); err != nil {
return Game{}, err
@@ -401,6 +437,7 @@ func (svc *Service) OpenOrJoin(ctx context.Context, accountID uuid.UUID, params
multipleWordsPerTurn: params.MultipleWordsPerTurn,
status: StatusOpen,
openDeadline: &deadline,
kind: gamelimits.KindRandom,
}
// Decide the first move now by the official draw, with the not-yet-arrived opponent as a
// synthetic placeholder (uuid.Nil): the draw fixes who sits at seat 0 — and so moves
@@ -1386,14 +1423,6 @@ func (svc *Service) ListForLobby(ctx context.Context, accountID uuid.UUID) ([]Ga
return kept, nil
}
// CountActiveQuickGames reports how many in-progress quick games the account holds —
// the count the simultaneous-game limit (MaxActiveQuickGames) is checked against. It
// counts active and still-open quick games (including honest-AI ones) and excludes
// friend games created by invitation and finished games. See Store.CountActiveQuickGames.
func (svc *Service) CountActiveQuickGames(ctx context.Context, accountID uuid.UUID) (int, error) {
return svc.store.CountActiveQuickGames(ctx, accountID)
}
// HideGame hides a finished game from accountID's own lobby (it stays visible to the other
// players); it is irreversible by design. Only a player of a finished game may hide it
// (ErrNotAPlayer / ErrGameActive otherwise); hiding an already-hidden game is a no-op.
+20 -24
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@@ -15,6 +15,7 @@ import (
"scrabble/backend/internal/account"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/gamelimits"
"scrabble/backend/internal/postgres/jet/backend/model"
"scrabble/backend/internal/postgres/jet/backend/table"
)
@@ -45,6 +46,8 @@ type gameInsert struct {
multipleWordsPerTurn bool
// vsAI marks an honest-AI game (games.vs_ai).
vsAI bool
// kind tags the game's origin (games.game_kind) for the active-game limits.
kind gamelimits.Kind
// status is the lifecycle state to create the game in: StatusActive for a normal
// seated game, StatusOpen for an auto-match game still awaiting an opponent. An
// empty string defaults to StatusActive.
@@ -138,6 +141,20 @@ func (s *Store) CreateGame(ctx context.Context, ins gameInsert, seats []seatInse
})
}
// CountActiveByKind counts the account's active (open or in-progress) games of the given kind — the
// per-tier active-game limit is checked against it before a new game of that kind is created.
func (s *Store) CountActiveByKind(ctx context.Context, accountID uuid.UUID, kind gamelimits.Kind) (int, error) {
var n int
if err := s.db.QueryRowContext(ctx,
`SELECT count(*) FROM backend.games g
JOIN backend.game_players p ON p.game_id = g.game_id
WHERE p.account_id = $1 AND g.game_kind = $2 AND g.status IN ('open', 'active')`,
accountID, int16(kind)).Scan(&n); err != nil {
return 0, fmt.Errorf("game: count active by kind %s: %w", accountID, err)
}
return n, nil
}
// insertGameTx inserts the games row and one game_players row per seat (seat 0
// first) on tx, stamping each seat's display-name snapshot. A seat whose account id is
// uuid.Nil is written with a NULL account_id (and an empty snapshot) — the still-empty
@@ -155,9 +172,9 @@ func insertGameTx(ctx context.Context, tx *sql.Tx, ins gameInsert, seats []seatI
table.Games.GameID, table.Games.Variant, table.Games.DictVersion, table.Games.Seed,
table.Games.Status, table.Games.Players, table.Games.TurnTimeoutSecs,
table.Games.HintsAllowed, table.Games.HintsPerPlayer, table.Games.OpenDeadlineAt,
table.Games.DropoutTiles, table.Games.MultipleWordsPerTurn, table.Games.VsAi,
table.Games.DropoutTiles, table.Games.MultipleWordsPerTurn, table.Games.VsAi, table.Games.GameKind,
).VALUES(ins.id, ins.variant, ins.dictVersion, ins.seed, status, ins.players,
ins.turnTimeoutSecs, ins.hintsAllowed, ins.hintsPerPlayer, deadline, ins.dropoutTiles, ins.multipleWordsPerTurn, ins.vsAI)
ins.turnTimeoutSecs, ins.hintsAllowed, ins.hintsPerPlayer, deadline, ins.dropoutTiles, ins.multipleWordsPerTurn, ins.vsAI, int16(ins.kind))
if _, err := gi.ExecContext(ctx, tx); err != nil {
return fmt.Errorf("insert game: %w", err)
}
@@ -501,28 +518,6 @@ func (s *Store) ListGamesForAccount(ctx context.Context, accountID uuid.UUID) ([
return out, nil
}
// CountActiveQuickGames counts the account's in-progress quick games — the ones the
// simultaneous-game limit (MaxActiveQuickGames) is checked against. It includes both
// active and still-open (awaiting-opponent) games, the honest-AI ones among them, and
// excludes friend games (those linked to a game_invitations row) and finished games.
// A hidden game still occupies a slot, so this is a dedicated count rather than a
// filter over ListGamesForAccount (which drops hidden games). Joining on the account's
// own seat counts each game once (an open game's empty opponent seat has no account).
func (s *Store) CountActiveQuickGames(ctx context.Context, accountID uuid.UUID) (int, error) {
// The status literals are game.StatusActive / game.StatusOpen, matching the
// games.status CHECK in the baseline migration.
const q = `
SELECT COUNT(*) FROM backend.games g
JOIN backend.game_players gp ON gp.game_id = g.game_id
LEFT JOIN backend.game_invitations gi ON gi.game_id = g.game_id
WHERE gp.account_id = $1 AND g.status IN ('active', 'open') AND gi.game_id IS NULL`
var n int
if err := s.db.QueryRowContext(ctx, q, accountID).Scan(&n); err != nil {
return 0, fmt.Errorf("game: count active quick games: %w", err)
}
return n, nil
}
// HideGame hides a game from the account's own lobby list (idempotent). The caller validates the
// game is finished and the account is a player.
func (s *Store) HideGame(ctx context.Context, accountID, gameID uuid.UUID) error {
@@ -1361,6 +1356,7 @@ func projectGame(g model.Games, seats []model.GamePlayers) (Game, error) {
}
out.MultipleWordsPerTurn = g.MultipleWordsPerTurn
out.VsAI = g.VsAi
out.Kind = gamelimits.Kind(g.GameKind)
if g.EndReason != nil {
out.EndReason = *g.EndReason
}
+8 -9
View File
@@ -7,6 +7,7 @@ import (
"github.com/google/uuid"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/gamelimits"
)
// Status values persisted in the games.status column.
@@ -94,15 +95,6 @@ const DefaultTurnTimeout = 24 * time.Hour
// one of AllowedTurnTimeouts (never offered in the creation UI).
const AIInactivityTimeout = 7 * 24 * time.Hour
// MaxActiveQuickGames is the cap on a player's simultaneous quick games (human
// auto-match and honest-AI), counting both in-progress (StatusActive) and
// still-open, awaiting-opponent (StatusOpen) games. Friend games created by
// invitation are not counted. At the cap the backend refuses to create a new game
// of any kind — quick or by invitation — and the lobby disables "New Game";
// accepting an incoming invitation is always allowed. See
// Store.CountActiveQuickGames.
const MaxActiveQuickGames = 10
// aiPlayerName labels the robot seat in an honest-AI game's GCG export, so a downloaded
// game file shows a clean "AI" rather than the robot's human-like pool name (the in-app
// UI shows 🤖 from the game's vs_ai flag).
@@ -125,6 +117,10 @@ type CreateParams struct {
// robot is seated at once, the move clock is AIInactivityTimeout, and chat/nudge
// and finish-time statistics are suppressed. Set by the lobby's AI-match path.
VsAI bool
// Kind tags the game's origin (games.game_kind) for the active-game limits: vs_ai / random /
// friends. The lobby sets it; a zero (unknown) kind is never gated. The active-game limit itself
// is enforced at the new-game handler (Server.ensureUnderGameLimit), not here.
Kind gamelimits.Kind
}
// Game is the persisted state of a match: the games row joined with its seats.
@@ -151,6 +147,9 @@ type Game struct {
// VsAI is true for an honest-AI game (games.vs_ai): the opponent is a robot the
// player knowingly chose, shown as 🤖, with chat/nudge disabled and no statistics.
VsAI bool
// Kind is the game's origin tag (games.game_kind) for the active-game limits: vs_ai / random /
// friends, or unknown for an untagged game. Read-only projection; set once on creation.
Kind gamelimits.Kind
}
// Seat is one player's standing in a game.