fix(social): robot blocks
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Blocking an auto-match opponent who is secretly a pooled robot is recorded  instead in a separate `robot_blocks` table.

Now blocking behaves the same in that game (struck name, hidden composer) and lists the blocked opponent under the name you saw, but is recorded only against that game — the disguise holds, the shared robot is never globally blocked, and the matchmaker keeps pairing you with robots (so you can never block yourself out of opponents).

- the shared robot account is never put in `blocks`
- the matchmaker keeps it free and it is not blocked under its other per-game names
- the blocked list and the in-game card still show it by joining that table; an unblock deletes the row
This commit is contained in:
Ilia Denisov
2026-06-18 13:12:19 +02:00
parent 81b9e1529e
commit 64be0572b3
29 changed files with 700 additions and 68 deletions
+52
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@@ -10,7 +10,9 @@ import (
"github.com/google/uuid"
"scrabble/backend/internal/account"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/game"
"scrabble/backend/internal/notify"
"scrabble/backend/internal/social"
)
@@ -249,6 +251,56 @@ func TestAdminSocialLists(t *testing.T) {
}
}
// TestRobotBlockIsPerGameAndMatchmakerImmune checks that blocking a disguised-robot opponent
// is recorded per-game in robot_blocks — never in the blocks table or against the shared robot
// account — so the matchmaker keeps the robot free, and that unblocking by the row id removes it.
func TestRobotBlockIsPerGameAndMatchmakerImmune(t *testing.T) {
ctx := context.Background()
svc := newSocialService()
accs := account.NewStore(testDB)
human := provisionAccount(t)
robot, err := accs.ProvisionRobot(ctx, "robot-block-"+uuid.NewString(), "Robbie")
if err != nil {
t.Fatalf("provision robot: %v", err)
}
g, err := newGameService().Create(ctx, game.CreateParams{
Variant: engine.VariantEnglish, Seats: []uuid.UUID{human, robot.ID},
TurnTimeout: 24 * time.Hour, Seed: openingSeed(t),
})
if err != nil {
t.Fatalf("create game: %v", err)
}
if err := svc.BlockInGame(ctx, human, robot.ID, g.ID); err != nil {
t.Fatalf("block robot: %v", err)
}
rbs, err := svc.ListRobotBlocks(ctx, human)
if err != nil {
t.Fatalf("list robot blocks: %v", err)
}
if len(rbs) != 1 || rbs[0].GameID != g.ID {
t.Fatalf("robot blocks = %v, want one for game %s", rbs, g.ID)
}
if bl, _ := svc.ListBlocks(ctx, human); len(bl) != 0 {
t.Errorf("blocks table must stay empty for a robot block, got %v", bl)
}
if yes, _ := svc.IsBlocked(ctx, human, robot.ID); yes {
t.Error("the shared robot account must never be blocked")
}
// Matchmaking immunity: the robot is never in the caller's exclusion set, so the matchmaker
// keeps giving robots and the player can never be starved by blocking them.
if with, _ := svc.BlockedWith(ctx, human); contains(with, robot.ID) {
t.Error("a robot block must not put the robot in BlockedWith")
}
// Unblock by the robot_blocks row id removes it.
if err := svc.Unblock(ctx, human, rbs[0].ID); err != nil {
t.Fatalf("unblock robot: %v", err)
}
if rbs, _ := svc.ListRobotBlocks(ctx, human); len(rbs) != 0 {
t.Errorf("robot block not removed by unblock: %v", rbs)
}
}
// blockedWith reads the both-direction block set for id.
func blockedWith(t *testing.T, soc *social.Service, id uuid.UUID) []uuid.UUID {
t.Helper()
@@ -0,0 +1,27 @@
-- +goose Up
-- Per-game blocks of a disguised-robot opponent. A disguised robot is a shared pool
-- account reused across games under different per-game names, so it must never go into
-- `blocks` (that would make the same robot look blocked in the blocker's other games under
-- other names, leaking that it is a bot, and show its pool name instead of the one seen).
-- Each such block is recorded here against the specific game + seat, snapshotting the name
-- the player saw, so the blocked list shows it as a distinct personality and the in-game
-- card re-marks that one seat. The real robot account is never blocked, so the matchmaker
-- leaves robots free. Unblocking deletes the row.
SET search_path = backend, pg_catalog;
CREATE TABLE robot_blocks (
id uuid PRIMARY KEY,
blocker_id uuid NOT NULL REFERENCES accounts (account_id) ON DELETE CASCADE,
game_id uuid NOT NULL REFERENCES games (game_id) ON DELETE CASCADE,
seat smallint NOT NULL,
robot_id uuid NOT NULL REFERENCES accounts (account_id) ON DELETE CASCADE,
display_name text NOT NULL,
created_at timestamptz NOT NULL DEFAULT now(),
UNIQUE (blocker_id, game_id, seat)
);
CREATE INDEX robot_blocks_blocker_idx ON robot_blocks (blocker_id);
-- +goose Down
SET search_path = backend, pg_catalog;
DROP TABLE robot_blocks;
+38 -4
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@@ -2,6 +2,7 @@ package server
import (
"net/http"
"strings"
"github.com/gin-gonic/gin"
"github.com/google/uuid"
@@ -13,9 +14,21 @@ import (
// not delete — any friendship (an unblock restores it). They reuse the friend handlers'
// targetIDRequest and account-ref resolution.
// blockListDTO is the accounts the caller has blocked.
// blockListDTO is the accounts the caller has blocked, plus the per-game disguised-robot
// blocks (not real accounts), which the blocked list shows as distinct personalities.
type blockListDTO struct {
Blocked []accountRefDTO `json:"blocked"`
Robots []robotBlockDTO `json:"robots"`
}
// robotBlockDTO is one per-game disguised-robot block: the row id (used to unblock it), the
// game name the player saw, and the game + seat it was blocked in (so the in-game card can
// re-mark that seat).
type robotBlockDTO struct {
ID string `json:"id"`
DisplayName string `json:"display_name"`
GameID string `json:"game_id"`
Seat int `json:"seat"`
}
// handleBlock blocks the body-supplied account.
@@ -35,7 +48,18 @@ func (s *Server) handleBlock(c *gin.Context) {
abortBadRequest(c, "invalid account id")
return
}
if err := s.social.Block(c.Request.Context(), uid, target); err != nil {
// An in-game block carries the game id, so a disguised-robot opponent is recorded as a
// per-game block (BlockInGame); a settings-screen block (no game) blocks a human directly.
var err error
if strings.TrimSpace(req.GameID) == "" {
err = s.social.Block(c.Request.Context(), uid, target)
} else if gameID, ok := parseUUIDField(req.GameID); !ok {
abortBadRequest(c, "invalid game id")
return
} else {
err = s.social.BlockInGame(c.Request.Context(), uid, target, gameID)
}
if err != nil {
s.abortErr(c, err)
return
}
@@ -68,10 +92,20 @@ func (s *Server) handleListBlocks(c *gin.Context) {
abortBadRequest(c, "missing identity")
return
}
ids, err := s.social.ListBlocks(c.Request.Context(), uid)
ctx := c.Request.Context()
ids, err := s.social.ListBlocks(ctx, uid)
if err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, blockListDTO{Blocked: s.accountRefs(c.Request.Context(), ids)})
robots, err := s.social.ListRobotBlocks(ctx, uid)
if err != nil {
s.abortErr(c, err)
return
}
dto := blockListDTO{Blocked: s.accountRefs(ctx, ids)}
for _, r := range robots {
dto.Robots = append(dto.Robots, robotBlockDTO{ID: r.ID.String(), DisplayName: r.DisplayName, GameID: r.GameID.String(), Seat: r.Seat})
}
c.JSON(http.StatusOK, dto)
}
+4 -1
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@@ -48,9 +48,12 @@ type redeemResultDTO struct {
Friend accountRefDTO `json:"friend"`
}
// targetIDRequest carries a single counterpart account id.
// targetIDRequest carries a single counterpart account id. GameID is set only by an
// in-game block (so a disguised-robot opponent can be recorded as a per-game block); the
// other target paths leave it empty.
type targetIDRequest struct {
AccountID string `json:"account_id"`
GameID string `json:"game_id"`
}
// friendRespondRequest accepts or declines a pending request from a requester.
+15 -7
View File
@@ -35,15 +35,23 @@ func (svc *Service) Block(ctx context.Context, blockerID, blockedID uuid.UUID) e
return nil
}
// Unblock removes blockerID's block on blockedID and confirms it to the (former)
// blocker with a user_unblocked event so their open game screens restore the controls
// and un-strike the name in place. Any friendship the block had been overriding becomes
// effective again. It is idempotent.
func (svc *Service) Unblock(ctx context.Context, blockerID, blockedID uuid.UUID) error {
if err := svc.store.deleteBlock(ctx, blockerID, blockedID); err != nil {
// Unblock removes blockerID's block on the given target and confirms it to the (former)
// blocker with a user_unblocked event so their open game screens restore the controls and
// un-strike the name in place. The target is either a blocked human's account id (the
// blocks table) or a robot_blocks row id (a per-game disguised-robot block) — the robot
// block is tried first, falling back to the human block. Any friendship the block had been
// overriding becomes effective again. It is idempotent.
func (svc *Service) Unblock(ctx context.Context, blockerID, target uuid.UUID) error {
removed, err := svc.store.deleteRobotBlock(ctx, blockerID, target)
if err != nil {
return err
}
svc.pub.Publish(notify.NotificationAccount(blockerID, notify.NotifyUserUnblocked, svc.accountRef(ctx, blockedID)))
if !removed {
if err := svc.store.deleteBlock(ctx, blockerID, target); err != nil {
return err
}
}
svc.pub.Publish(notify.NotificationAccount(blockerID, notify.NotifyUserUnblocked, svc.accountRef(ctx, target)))
return nil
}
+115
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@@ -0,0 +1,115 @@
package social
import (
"context"
"fmt"
"slices"
"github.com/google/uuid"
"scrabble/backend/internal/notify"
)
// RobotBlock is one per-game block of a disguised-robot opponent: the row id (used to
// unblock it), the game name the player saw, and the game + seat it was blocked in.
type RobotBlock struct {
ID uuid.UUID
DisplayName string
GameID uuid.UUID
Seat int
}
// BlockInGame blocks blockedID for blockerID from within gameID. A human is blocked
// normally (the blocks table, via Block). A disguised-robot opponent is instead recorded
// per-game in robot_blocks — never the shared robot account — so the matchmaker keeps
// robots free and the same robot stays unblocked in the blocker's other games (under its
// other names); the row snapshots the seat and the name the player saw so the blocked list
// and the in-game card can show it. It is the entry point for the in-game block control;
// the settings-screen block (no game) goes through Block directly.
func (svc *Service) BlockInGame(ctx context.Context, blockerID, blockedID, gameID uuid.UUID) error {
if blockerID == blockedID {
return ErrSelfRelation
}
isRobot, err := svc.accounts.IsRobot(ctx, blockedID)
if err != nil {
return err
}
if !isRobot {
return svc.Block(ctx, blockerID, blockedID)
}
if gameID == uuid.Nil {
return ErrNotParticipant
}
seats, _, _, err := svc.games.Participants(ctx, gameID)
if err != nil {
return err
}
seat := slices.Index(seats, blockedID)
if seat < 0 {
return ErrNotParticipant
}
name, _ := svc.games.SeatName(ctx, gameID, blockedID)
if err := svc.store.insertRobotBlock(ctx, blockerID, gameID, seat, blockedID, name); err != nil {
return err
}
svc.pub.Publish(notify.NotificationAccount(blockerID, notify.NotifyUserBlocked, svc.accountRef(ctx, blockedID)))
return nil
}
// ListRobotBlocks returns blockerID's per-game disguised-robot blocks, newest first.
func (svc *Service) ListRobotBlocks(ctx context.Context, blockerID uuid.UUID) ([]RobotBlock, error) {
return svc.store.listRobotBlocks(ctx, blockerID)
}
// insertRobotBlock records a per-game robot block; a duplicate (same blocker, game, seat)
// is ignored.
func (s *Store) insertRobotBlock(ctx context.Context, blocker, gameID uuid.UUID, seat int, robotID uuid.UUID, name string) error {
id, err := uuid.NewV7()
if err != nil {
return fmt.Errorf("social: new robot block id: %w", err)
}
const q = `INSERT INTO backend.robot_blocks (id, blocker_id, game_id, seat, robot_id, display_name)
VALUES ($1, $2, $3, $4, $5, $6)
ON CONFLICT (blocker_id, game_id, seat) DO NOTHING`
if _, err := s.db.ExecContext(ctx, q, id, blocker, gameID, int16(seat), robotID, name); err != nil {
return fmt.Errorf("social: insert robot block: %w", err)
}
return nil
}
// deleteRobotBlock removes blocker's robot block by its row id, reporting whether a row
// matched (so the caller can fall back to a human block).
func (s *Store) deleteRobotBlock(ctx context.Context, blocker, id uuid.UUID) (bool, error) {
const q = `DELETE FROM backend.robot_blocks WHERE id = $2 AND blocker_id = $1`
res, err := s.db.ExecContext(ctx, q, blocker, id)
if err != nil {
return false, fmt.Errorf("social: delete robot block: %w", err)
}
n, err := res.RowsAffected()
if err != nil {
return false, fmt.Errorf("social: delete robot block rows: %w", err)
}
return n > 0, nil
}
// listRobotBlocks returns blocker's robot blocks, newest first.
func (s *Store) listRobotBlocks(ctx context.Context, blocker uuid.UUID) ([]RobotBlock, error) {
const q = `SELECT id, display_name, game_id, seat FROM backend.robot_blocks
WHERE blocker_id = $1 ORDER BY created_at DESC`
rows, err := s.db.QueryContext(ctx, q, blocker)
if err != nil {
return nil, fmt.Errorf("social: list robot blocks: %w", err)
}
defer rows.Close()
var out []RobotBlock
for rows.Next() {
var rb RobotBlock
var seat int16
if err := rows.Scan(&rb.ID, &rb.DisplayName, &rb.GameID, &seat); err != nil {
return nil, fmt.Errorf("social: scan robot block: %w", err)
}
rb.Seat = int(seat)
out = append(out, rb)
}
return out, rows.Err()
}