63ab85a5e5
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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
91 lines
2.2 KiB
Go
91 lines
2.2 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 GameList struct {
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_tab flatbuffers.Table
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}
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func GetRootAsGameList(buf []byte, offset flatbuffers.UOffsetT) *GameList {
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n := flatbuffers.GetUOffsetT(buf[offset:])
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x := &GameList{}
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x.Init(buf, n+offset)
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return x
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}
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func FinishGameListBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.Finish(offset)
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}
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func GetSizePrefixedRootAsGameList(buf []byte, offset flatbuffers.UOffsetT) *GameList {
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n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
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x := &GameList{}
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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 FinishSizePrefixedGameListBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.FinishSizePrefixed(offset)
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}
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func (rcv *GameList) 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 *GameList) Table() flatbuffers.Table {
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return rcv._tab
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}
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func (rcv *GameList) Games(obj *GameView, j int) bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
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if o != 0 {
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x := rcv._tab.Vector(o)
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x += flatbuffers.UOffsetT(j) * 4
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x = rcv._tab.Indirect(x)
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obj.Init(rcv._tab.Bytes, x)
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return true
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}
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return false
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}
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func (rcv *GameList) GamesLength() int {
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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.VectorLen(o)
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}
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return 0
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}
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func (rcv *GameList) AtGameLimit() bool {
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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.GetBool(o + rcv._tab.Pos)
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}
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return false
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}
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func (rcv *GameList) MutateAtGameLimit(n bool) bool {
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return rcv._tab.MutateBoolSlot(6, n)
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}
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func GameListStart(builder *flatbuffers.Builder) {
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builder.StartObject(2)
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}
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func GameListAddGames(builder *flatbuffers.Builder, games flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(games), 0)
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}
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func GameListStartGamesVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
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return builder.StartVector(4, numElems, 4)
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}
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func GameListAddAtGameLimit(builder *flatbuffers.Builder, atGameLimit bool) {
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builder.PrependBoolSlot(1, atGameLimit, false)
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}
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func GameListEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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