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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