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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.
51 lines
2.0 KiB
TypeScript
51 lines
2.0 KiB
TypeScript
// Client-side active-game limit logic: count the caller's active games per kind and test a kind
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// against the caller's per-tier cap so the New-Game screen can lock a capped start. The server is
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// the source of truth (it refuses a capped create); this only drives the pre-emptive UI lock. Kept
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// pure (no DOM / stores) so it unit-tests in the node environment.
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import { GameKind, type GameLimits, type GameView } from './model';
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/**
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* activeByKind counts the caller's active (status open or in-progress) games per kind. Finished
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* games, local pass-and-play (hotseat) games and untagged games (kind 0, pre-existing) do not
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* count — matching the server's per-kind cap, which is keyed on games.game_kind for open/active
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* games only.
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*/
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export function activeByKind(games: GameView[]): Record<number, number> {
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const out: Record<number, number> = {};
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for (const g of games) {
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if (g.hotseat) continue;
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if (g.kind === 0) continue;
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if (g.status !== 'active' && g.status !== 'open') continue;
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out[g.kind] = (out[g.kind] ?? 0) + 1;
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}
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return out;
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}
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/** capFor returns the caller's tier cap for a kind (-1 = unlimited), or -1 when the limits are
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* absent (an old backend) — the lock then never applies. */
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export function capFor(limits: GameLimits | undefined, kind: number): number {
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if (!limits) return -1;
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switch (kind) {
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case GameKind.vsAi:
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return limits.vsAi;
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case GameKind.random:
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return limits.random;
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case GameKind.friends:
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return limits.friends;
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default:
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return -1;
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}
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}
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/**
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* isKindLocked reports whether the caller has reached its cap for kind, so the New-Game start for
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* that kind is locked. An unlimited cap (-1) or absent limits never lock; a cap of 0 always locks
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* (the kind is disabled for the tier).
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*/
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export function isKindLocked(games: GameView[], limits: GameLimits | undefined, kind: number): boolean {
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const cap = capFor(limits, kind);
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if (cap < 0) return false;
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return (activeByKind(games)[kind] ?? 0) >= cap;
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}
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