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Carry the caller's per-tier active-game caps and each game's kind on the wire (Profile.game_limits + GameView.kind, additive FBS + gateway transcode + client codec, committed regen). The New Game screen counts the player's active games per kind from the lobby and locks a capped start: an outline button with a lock that opens a funnel modal instead of a game -- a sign-in prompt for a guest, a "finish a current game first" notice for a signed-in account (native Telegram popup, in-app modal elsewhere). The lock lifts via the existing profile refetch after a guest->durable upgrade. Remove the lobby's old at_game_limit New-Game tab disable + notice: the flag (now the random-kind cap) conflicted with the per-kind lock -- it hid the screen where the lock lives and wrongly blocked an unfulfilled kind. The New Game tab is always enabled; the per-kind start lock is the only gate. The at_game_limit wire field stays (unused by the client) for a later cleanup. Tests: client lock logic + codec kind/game_limits roundtrip + gateway transcode encode + native popup builders (unit); a mock e2e for the lock badge and the modal.
41 lines
2.0 KiB
TypeScript
41 lines
2.0 KiB
TypeScript
import { expect, test } from './fixtures';
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// The active-game limit lock on the New Game screen. When a start's kind is at the caller's per-kind
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// cap (Profile.game_limits), the start button shows a 🔒 and opens a funnel modal instead of a game;
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// when the cap lifts (the profile refetch a guest→durable upgrade would trigger), the lock clears and
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// the button starts a game again. Driven by the mock's __mock.setGameLimits seam (no backend). The
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// native Telegram popup path is verified on the contour; here the cross-platform in-app modal shows
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// (the mock profile is a durable account, so it is the "finish a current game first" notice).
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type Limits = { vsAi: number; random: number; friends: number };
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function setLimits(l: Limits) {
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(window as unknown as { __mock: { setGameLimits(l: Limits): void } }).__mock.setGameLimits(l);
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}
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test('new game: a start locks at its per-kind cap and the funnel modal opens', async ({ page }) => {
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await page.goto('/');
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await page.getByRole('button', { name: /guest/i }).click();
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// The New Game button always opens the screen now — the per-kind lock lives on the start button.
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await page.getByRole('button', { name: /🎲/ }).click();
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const start = page.getByRole('button', { name: /start game/i });
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await expect(start).not.toContainText('🔒');
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// Cap every kind: the AI start (the default opponent) locks.
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await page.evaluate(setLimits, { vsAi: 0, random: 0, friends: 0 });
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await expect(start).toContainText('🔒');
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// Tapping the locked start opens the modal instead of a game, and does not navigate away.
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await start.click();
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const notice = page.getByText(/reached the limit of simultaneous games/i);
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await expect(notice).toBeVisible();
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await expect(page).toHaveURL(/\/new$/);
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await page.getByRole('button', { name: /^ok$/i }).click();
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await expect(notice).toHaveCount(0);
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// Lift the cap (the same profile-refetch path a registration takes): the lock clears.
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await page.evaluate(setLimits, { vsAi: 10, random: 10, friends: 10 });
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await expect(start).not.toContainText('🔒');
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});
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