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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@@ -65,6 +65,12 @@ func (svc *Service) IssueFriendCode(ctx context.Context, accountID uuid.UUID) (F
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// ErrRequestBlocked (a block stands between the pair). A redeem bypasses any prior
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// decline between the two: it clears the old row and writes a fresh friendship.
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func (svc *Service) RedeemFriendCode(ctx context.Context, redeemerID uuid.UUID, code string) (uuid.UUID, error) {
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// A guest cannot use friends: a durable-account feature (the UI hides it).
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if acc, err := svc.accounts.GetByID(ctx, redeemerID); err != nil {
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return uuid.UUID{}, err
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} else if acc.IsGuest {
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return uuid.UUID{}, ErrGuestForbidden
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}
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issuerID, codeID, err := svc.store.liveFriendCodeByHash(ctx, hashFriendCode(code), svc.now())
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if err != nil {
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return uuid.UUID{}, err
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