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
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@@ -48,9 +48,12 @@ type redeemResultDTO struct {
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Friend accountRefDTO `json:"friend"`
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}
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// targetIDRequest carries a single counterpart account id.
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// targetIDRequest carries a single counterpart account id. GameID is set only by an
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// in-game block (so a disguised-robot opponent can be recorded as a per-game block); the
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// other target paths leave it empty.
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type targetIDRequest struct {
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AccountID string `json:"account_id"`
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GameID string `json:"game_id"`
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}
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// friendRespondRequest accepts or declines a pending request from a requester.
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