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
+4 -1
View File
@@ -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.