3306a016a0
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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.
95 lines
2.3 KiB
Go
95 lines
2.3 KiB
Go
// Code generated by the FlatBuffers compiler. DO NOT EDIT.
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package scrabblefb
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import (
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flatbuffers "github.com/google/flatbuffers/go"
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)
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type GameLimits struct {
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_tab flatbuffers.Table
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}
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func GetRootAsGameLimits(buf []byte, offset flatbuffers.UOffsetT) *GameLimits {
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n := flatbuffers.GetUOffsetT(buf[offset:])
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x := &GameLimits{}
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x.Init(buf, n+offset)
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return x
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}
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func FinishGameLimitsBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.Finish(offset)
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}
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func GetSizePrefixedRootAsGameLimits(buf []byte, offset flatbuffers.UOffsetT) *GameLimits {
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n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
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x := &GameLimits{}
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x.Init(buf, n+offset+flatbuffers.SizeUint32)
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return x
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}
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func FinishSizePrefixedGameLimitsBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.FinishSizePrefixed(offset)
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}
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func (rcv *GameLimits) Init(buf []byte, i flatbuffers.UOffsetT) {
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rcv._tab.Bytes = buf
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rcv._tab.Pos = i
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}
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func (rcv *GameLimits) Table() flatbuffers.Table {
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return rcv._tab
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}
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func (rcv *GameLimits) VsAi() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameLimits) MutateVsAi(n int32) bool {
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return rcv._tab.MutateInt32Slot(4, n)
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}
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func (rcv *GameLimits) Random() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameLimits) MutateRandom(n int32) bool {
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return rcv._tab.MutateInt32Slot(6, n)
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}
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func (rcv *GameLimits) Friends() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameLimits) MutateFriends(n int32) bool {
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return rcv._tab.MutateInt32Slot(8, n)
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}
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func GameLimitsStart(builder *flatbuffers.Builder) {
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builder.StartObject(3)
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}
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func GameLimitsAddVsAi(builder *flatbuffers.Builder, vsAi int32) {
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builder.PrependInt32Slot(0, vsAi, 0)
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}
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func GameLimitsAddRandom(builder *flatbuffers.Builder, random int32) {
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builder.PrependInt32Slot(1, random, 0)
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}
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func GameLimitsAddFriends(builder *flatbuffers.Builder, friends int32) {
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builder.PrependInt32Slot(2, friends, 0)
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}
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func GameLimitsEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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