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scrabble-game/ui/src/gen/fbs/scrabblefb/game-list.ts
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

77 lines
2.4 KiB
TypeScript

// automatically generated by the FlatBuffers compiler, do not modify
import * as flatbuffers from 'flatbuffers';
import { GameView } from '../scrabblefb/game-view.js';
export class GameList {
bb: flatbuffers.ByteBuffer|null = null;
bb_pos = 0;
__init(i:number, bb:flatbuffers.ByteBuffer):GameList {
this.bb_pos = i;
this.bb = bb;
return this;
}
static getRootAsGameList(bb:flatbuffers.ByteBuffer, obj?:GameList):GameList {
return (obj || new GameList()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
}
static getSizePrefixedRootAsGameList(bb:flatbuffers.ByteBuffer, obj?:GameList):GameList {
bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
return (obj || new GameList()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
}
games(index: number, obj?:GameView):GameView|null {
const offset = this.bb!.__offset(this.bb_pos, 4);
return offset ? (obj || new GameView()).__init(this.bb!.__indirect(this.bb!.__vector(this.bb_pos + offset) + index * 4), this.bb!) : null;
}
gamesLength():number {
const offset = this.bb!.__offset(this.bb_pos, 4);
return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
}
atGameLimit():boolean {
const offset = this.bb!.__offset(this.bb_pos, 6);
return offset ? !!this.bb!.readInt8(this.bb_pos + offset) : false;
}
static startGameList(builder:flatbuffers.Builder) {
builder.startObject(2);
}
static addGames(builder:flatbuffers.Builder, gamesOffset:flatbuffers.Offset) {
builder.addFieldOffset(0, gamesOffset, 0);
}
static createGamesVector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
builder.startVector(4, data.length, 4);
for (let i = data.length - 1; i >= 0; i--) {
builder.addOffset(data[i]!);
}
return builder.endVector();
}
static startGamesVector(builder:flatbuffers.Builder, numElems:number) {
builder.startVector(4, numElems, 4);
}
static addAtGameLimit(builder:flatbuffers.Builder, atGameLimit:boolean) {
builder.addFieldInt8(1, +atGameLimit, +false);
}
static endGameList(builder:flatbuffers.Builder):flatbuffers.Offset {
const offset = builder.endObject();
return offset;
}
static createGameList(builder:flatbuffers.Builder, gamesOffset:flatbuffers.Offset, atGameLimit:boolean):flatbuffers.Offset {
GameList.startGameList(builder);
GameList.addGames(builder, gamesOffset);
GameList.addAtGameLimit(builder, atGameLimit);
return GameList.endGameList(builder);
}
}