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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@@ -61,8 +61,28 @@ func (rcv *BlockList) BlockedLength() int {
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return 0
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}
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func (rcv *BlockList) Robots(obj *RobotBlockRef, j int) bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
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if o != 0 {
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x := rcv._tab.Vector(o)
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x += flatbuffers.UOffsetT(j) * 4
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x = rcv._tab.Indirect(x)
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obj.Init(rcv._tab.Bytes, x)
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return true
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}
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return false
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}
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func (rcv *BlockList) RobotsLength() int {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
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if o != 0 {
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return rcv._tab.VectorLen(o)
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}
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return 0
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}
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func BlockListStart(builder *flatbuffers.Builder) {
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builder.StartObject(1)
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builder.StartObject(2)
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}
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func BlockListAddBlocked(builder *flatbuffers.Builder, blocked flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(blocked), 0)
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@@ -70,6 +90,12 @@ func BlockListAddBlocked(builder *flatbuffers.Builder, blocked flatbuffers.UOffs
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func BlockListStartBlockedVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
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return builder.StartVector(4, numElems, 4)
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}
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func BlockListAddRobots(builder *flatbuffers.Builder, robots flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(robots), 0)
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}
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func BlockListStartRobotsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
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return builder.StartVector(4, numElems, 4)
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}
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func BlockListEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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