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