Files
scrabble-game/backend/internal/server/handlers_admin_limits.go
T
Ilia Denisov 3306a016a0
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 12s
CI / integration (pull_request) Successful in 28s
CI / ui (pull_request) Successful in 1m11s
CI / conformance (pull_request) Successful in 10s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m46s
feat(ui): per-kind active-game limit lock on the New Game screen
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.
2026-07-10 10:09:45 +02:00

76 lines
2.5 KiB
Go

package server
import (
"fmt"
"github.com/gin-gonic/gin"
"scrabble/backend/internal/adminconsole"
"scrabble/backend/internal/gamelimits"
)
// gameLimitsDTOFor resolves the caller's tier active-game caps into the profile DTO, so the client
// can lock a capped New-Game start per kind. It returns nil when the limits config is not wired.
func (s *Server) gameLimitsDTOFor(isGuest bool) *gameLimitsDTO {
if s.gamelimits == nil {
return nil
}
l := s.gamelimits.LimitsFor(isGuest)
return &gameLimitsDTO{VsAI: l.VsAI, Random: l.Random, Friends: l.Friends}
}
// consoleLimits renders the per-tier, per-kind active-game limit form (backend.config), read from
// the in-memory cache.
func (s *Server) consoleLimits(c *gin.Context) {
cfg := s.gamelimits.Get()
s.renderConsole(c, "limits", "limits", "Game limits", adminconsole.GameLimitsView{
GuestVsAI: cfg.Guest.VsAI,
GuestRandom: cfg.Guest.Random,
GuestFriends: cfg.Guest.Friends,
DurableVsAI: cfg.Durable.VsAI,
DurableRandom: cfg.Durable.Random,
DurableFriends: cfg.Durable.Friends,
})
}
// consoleUpdateLimits saves the active-game limits and refreshes the hot cache in place. Each
// field is a per-kind cap: -1 is unlimited, 0 blocks the kind, a positive value caps concurrent games.
func (s *Server) consoleUpdateLimits(c *gin.Context) {
cfg := gamelimits.Config{
Guest: gamelimits.Limits{
VsAI: atoiForm(c, "guest_vs_ai"),
Random: atoiForm(c, "guest_random"),
Friends: atoiForm(c, "guest_friends"),
},
Durable: gamelimits.Limits{
VsAI: atoiForm(c, "durable_vs_ai"),
Random: atoiForm(c, "durable_random"),
Friends: atoiForm(c, "durable_friends"),
},
}
if err := validateGameLimits(cfg); err != nil {
s.renderConsoleMessage(c, "Invalid", err.Error(), "/_gm/limits")
return
}
if err := s.gamelimits.Update(c.Request.Context(), cfg); err != nil {
s.consoleError(c, err)
return
}
s.renderConsoleMessage(c, "Saved", "game limits updated", "/_gm/limits")
}
// validateGameLimits rejects a limit below -1 (the unlimited sentinel); -1, 0 and any positive count
// are valid. It mirrors the backend.config CHECK so a bad value is refused with a clean message
// rather than a raw database error.
func validateGameLimits(cfg gamelimits.Config) error {
for _, v := range []int{
cfg.Guest.VsAI, cfg.Guest.Random, cfg.Guest.Friends,
cfg.Durable.VsAI, cfg.Durable.Random, cfg.Durable.Friends,
} {
if v < gamelimits.Unlimited {
return fmt.Errorf("a limit must be -1 (unlimited), 0, or a positive count")
}
}
return nil
}