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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package server
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import (
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"fmt"
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"github.com/gin-gonic/gin"
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"scrabble/backend/internal/adminconsole"
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"scrabble/backend/internal/gamelimits"
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)
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// consoleLimits renders the per-tier, per-kind active-game limit form (backend.config), read from
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// the in-memory cache.
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func (s *Server) consoleLimits(c *gin.Context) {
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cfg := s.gamelimits.Get()
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s.renderConsole(c, "limits", "limits", "Game limits", adminconsole.GameLimitsView{
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GuestVsAI: cfg.Guest.VsAI,
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GuestRandom: cfg.Guest.Random,
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GuestFriends: cfg.Guest.Friends,
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DurableVsAI: cfg.Durable.VsAI,
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DurableRandom: cfg.Durable.Random,
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DurableFriends: cfg.Durable.Friends,
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})
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}
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// consoleUpdateLimits saves the active-game limits and refreshes the hot cache in place. Each
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// field is a per-kind cap: -1 is unlimited, 0 blocks the kind, a positive value caps concurrent games.
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func (s *Server) consoleUpdateLimits(c *gin.Context) {
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cfg := gamelimits.Config{
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Guest: gamelimits.Limits{
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VsAI: atoiForm(c, "guest_vs_ai"),
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Random: atoiForm(c, "guest_random"),
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Friends: atoiForm(c, "guest_friends"),
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},
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Durable: gamelimits.Limits{
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VsAI: atoiForm(c, "durable_vs_ai"),
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Random: atoiForm(c, "durable_random"),
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Friends: atoiForm(c, "durable_friends"),
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},
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}
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if err := validateGameLimits(cfg); err != nil {
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s.renderConsoleMessage(c, "Invalid", err.Error(), "/_gm/limits")
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return
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}
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if err := s.gamelimits.Update(c.Request.Context(), cfg); err != nil {
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s.consoleError(c, err)
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return
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}
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s.renderConsoleMessage(c, "Saved", "game limits updated", "/_gm/limits")
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}
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// validateGameLimits rejects a limit below -1 (the unlimited sentinel); -1, 0 and any positive count
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// are valid. It mirrors the backend.config CHECK so a bad value is refused with a clean message
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// rather than a raw database error.
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func validateGameLimits(cfg gamelimits.Config) error {
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for _, v := range []int{
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cfg.Guest.VsAI, cfg.Guest.Random, cfg.Guest.Friends,
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cfg.Durable.VsAI, cfg.Durable.Random, cfg.Durable.Friends,
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} {
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if v < gamelimits.Unlimited {
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return fmt.Errorf("a limit must be -1 (unlimited), 0, or a positive count")
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}
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}
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return nil
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}
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