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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@@ -319,6 +319,8 @@ func statusForError(err error) (int, string) {
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return http.StatusConflict, "request_declined"
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case errors.Is(err, social.ErrFriendCodeInvalid):
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return http.StatusUnprocessableEntity, "friend_code_invalid"
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case errors.Is(err, social.ErrGuestForbidden), errors.Is(err, lobby.ErrGuestForbidden):
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return http.StatusForbidden, "guest_forbidden"
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case errors.Is(err, feedback.ErrGuestForbidden):
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return http.StatusForbidden, "feedback_guest_forbidden"
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case errors.Is(err, feedback.ErrBanned):
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