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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@@ -198,7 +198,12 @@ read at once), and a friend request or invitation they send you is kept but neve
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block **overrides but does not delete** an existing friendship (so you may block a friend, and
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they keep seeing you as one); active games are never interrupted — you can finish them, with
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the blocked opponent's chat composer hidden (only the log remains). Blocking from a game card
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mirrors the block in **Settings → Friends**; **unblock** and **unfriend** live there only. Per-game chat is for quick reactions: messages are short
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mirrors the block in **Settings → Friends**; **unblock** and **unfriend** live there only.
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Blocking an **auto-match opponent who is secretly a robot** behaves the same in that game
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(struck name, hidden composer) and lists the blocked opponent under the name you saw, but is
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recorded only against that game — the disguise holds, the shared robot is never globally
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blocked, and the matchmaker keeps pairing you with robots (so you can never block yourself out
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of opponents). Per-game chat is for quick reactions: messages are short
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(up to 60 characters) and may not contain links, email addresses or phone numbers,
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even disguised. You may send **one message per turn, on your own turn**; once it is sent
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the field gives way to a short caption until your next turn. Nudge the player whose turn
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