Files
scrabble-game/pkg/fbs/scrabblefb/GameList.go
T
Ilia Denisov 63ab85a5e5
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feat(lobby): cap simultaneous quick games at 10
Limit a player to 10 active quick games (auto-match + AI); friend games created
by invitation are not counted. At the cap the backend refuses both new-game
entry points — quick enqueue and invitation creation — with 409
game_limit_reached, while accepting an incoming invitation stays allowed, so
friend games are capped from the other end. The lobby disables "New Game" and
shows a low-emphasis notice, driven by a new at_game_limit flag on games.list
(no per-event payload: a turn change does not move the count, and the lobby
already re-fetches games.list on entry and every game event).

- game.MaxActiveQuickGames + Store/Service.CountActiveQuickGames (active/open
  seats, no game_invitations row; hidden games still count -> dedicated count)
- Server.ensureUnderGameLimit gating handleEnqueue + handleCreateInvitation;
  game.ErrGameLimitReached -> 409 game_limit_reached
- FB GameList.at_game_limit (regenerated Go + TS) through the gateway transcode
  and UI codec; gameListDTO + lobbycache snapshot + Lobby.svelte + i18n
- tests: integration count rule + HTTP gate + accept bypass; server error map;
  gateway transcode round-trip; UI codec + lobbycache unit; e2e gamelimit
- docs: PRERELEASE (GL), FUNCTIONAL(+ru), ARCHITECTURE 8, UI_DESIGN, backend README
2026-06-16 22:51:18 +02:00

91 lines
2.2 KiB
Go

// Code generated by the FlatBuffers compiler. DO NOT EDIT.
package scrabblefb
import (
flatbuffers "github.com/google/flatbuffers/go"
)
type GameList struct {
_tab flatbuffers.Table
}
func GetRootAsGameList(buf []byte, offset flatbuffers.UOffsetT) *GameList {
n := flatbuffers.GetUOffsetT(buf[offset:])
x := &GameList{}
x.Init(buf, n+offset)
return x
}
func FinishGameListBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.Finish(offset)
}
func GetSizePrefixedRootAsGameList(buf []byte, offset flatbuffers.UOffsetT) *GameList {
n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
x := &GameList{}
x.Init(buf, n+offset+flatbuffers.SizeUint32)
return x
}
func FinishSizePrefixedGameListBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.FinishSizePrefixed(offset)
}
func (rcv *GameList) Init(buf []byte, i flatbuffers.UOffsetT) {
rcv._tab.Bytes = buf
rcv._tab.Pos = i
}
func (rcv *GameList) Table() flatbuffers.Table {
return rcv._tab
}
func (rcv *GameList) Games(obj *GameView, j int) bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
if o != 0 {
x := rcv._tab.Vector(o)
x += flatbuffers.UOffsetT(j) * 4
x = rcv._tab.Indirect(x)
obj.Init(rcv._tab.Bytes, x)
return true
}
return false
}
func (rcv *GameList) GamesLength() int {
o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
if o != 0 {
return rcv._tab.VectorLen(o)
}
return 0
}
func (rcv *GameList) AtGameLimit() bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
return rcv._tab.GetBool(o + rcv._tab.Pos)
}
return false
}
func (rcv *GameList) MutateAtGameLimit(n bool) bool {
return rcv._tab.MutateBoolSlot(6, n)
}
func GameListStart(builder *flatbuffers.Builder) {
builder.StartObject(2)
}
func GameListAddGames(builder *flatbuffers.Builder, games flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(games), 0)
}
func GameListStartGamesVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
return builder.StartVector(4, numElems, 4)
}
func GameListAddAtGameLimit(builder *flatbuffers.Builder, atGameLimit bool) {
builder.PrependBoolSlot(1, atGameLimit, false)
}
func GameListEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}