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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@@ -15,6 +15,7 @@ import (
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"scrabble/backend/internal/account"
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/game"
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"scrabble/backend/internal/gamelimits"
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"scrabble/backend/internal/notify"
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"scrabble/backend/internal/postgres/jet/backend/model"
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"scrabble/backend/internal/postgres/jet/backend/table"
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@@ -218,6 +219,20 @@ func (svc *InvitationService) CreateInvitation(ctx context.Context, inviterID uu
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if !slices.Contains(game.AllowedTurnTimeouts, settings.TurnTimeout) {
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return Invitation{}, fmt.Errorf("%w: turn timeout %s not allowed", ErrInvalidInvitation, settings.TurnTimeout)
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}
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// A guest cannot invite: friend games are a durable-account feature. The UI hides the flow;
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// this is the server source of truth.
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if acc, err := svc.accounts.GetByID(ctx, inviterID); err != nil {
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return Invitation{}, err
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} else if acc.IsGuest {
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return Invitation{}, ErrGuestForbidden
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}
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// A durable inviter is still capped: refuse a new friend game once the per-tier friends limit is
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// reached. The guest branch above short-circuits before here, so this is the durable cap.
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if atLimit, err := svc.games.AtGameLimit(ctx, inviterID, gamelimits.KindFriends); err != nil {
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return Invitation{}, err
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} else if atLimit {
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return Invitation{}, game.ErrGameLimitReached
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}
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seen := map[uuid.UUID]bool{inviterID: true}
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// suppressed collects invitees who have blocked the inviter: the invitation is still
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// created and persisted for them, but they are never notified and never see it (their
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@@ -336,6 +351,7 @@ func (svc *InvitationService) startGame(ctx context.Context, invitationID uuid.U
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HintsPerPlayer: inv.Settings.HintsPerPlayer,
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DropoutTiles: inv.Settings.DropoutTiles,
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MultipleWordsPerTurn: inv.Settings.MultipleWordsPerTurn,
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Kind: gamelimits.KindFriends,
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})
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if err != nil {
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return err
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@@ -15,17 +15,22 @@ import (
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/game"
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"scrabble/backend/internal/gamelimits"
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"scrabble/backend/internal/notify"
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)
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// GameCreator is the slice of the game domain the lobby needs: starting a seated
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// game and reading a player's initial view of it. game.Service satisfies it.
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// game, reading a player's initial view of it, and testing a caller's active-game
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// cap. game.Service satisfies it.
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type GameCreator interface {
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Create(ctx context.Context, params game.CreateParams) (game.Game, error)
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// InitialState returns a seated player's full initial view of a started game, used
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// to enrich the game_started event so the client renders the new game without a
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// follow-up fetch.
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InitialState(ctx context.Context, gameID, accountID uuid.UUID) (notify.PlayerState, error)
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// AtGameLimit reports whether accountID has reached its tier's active-game cap for kind. The
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// invitation path uses it to enforce the friends limit before opening one.
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AtGameLimit(ctx context.Context, accountID uuid.UUID, kind gamelimits.Kind) (bool, error)
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}
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// RobotProvider supplies a robot account to substitute for a missing human in
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@@ -62,6 +67,9 @@ var (
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// ErrInvalidInvitation is returned for a malformed invitation (bad player
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// count, duplicate or self invitee, or unacceptable settings).
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ErrInvalidInvitation = errors.New("lobby: invalid invitation")
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// ErrGuestForbidden is returned when a guest attempts a durable-only action (invite a
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// friend); the friend flow is gated to durable accounts.
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ErrGuestForbidden = errors.New("lobby: guests cannot invite")
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// ErrInvitationBlocked is returned when a block stands between the inviter and
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// an invitee.
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ErrInvitationBlocked = errors.New("lobby: invitation blocked between accounts")
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@@ -10,6 +10,7 @@ import (
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/game"
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"scrabble/backend/internal/gamelimits"
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"scrabble/backend/internal/notify"
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)
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@@ -141,6 +142,7 @@ func (m *Matchmaker) StartVsAI(ctx context.Context, accountID uuid.UUID, variant
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if rand.IntN(2) == 1 {
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params.Seats = []uuid.UUID{robotID, accountID}
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}
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params.Kind = gamelimits.KindVsAI
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g, err := m.games.Create(ctx, params)
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if err != nil {
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return EnqueueResult{}, err
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