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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@@ -0,0 +1,97 @@
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// Code generated by the FlatBuffers compiler. DO NOT EDIT.
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package scrabblefb
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import (
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flatbuffers "github.com/google/flatbuffers/go"
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)
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type RobotBlockRef struct {
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_tab flatbuffers.Table
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}
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func GetRootAsRobotBlockRef(buf []byte, offset flatbuffers.UOffsetT) *RobotBlockRef {
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n := flatbuffers.GetUOffsetT(buf[offset:])
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x := &RobotBlockRef{}
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x.Init(buf, n+offset)
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return x
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}
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func FinishRobotBlockRefBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.Finish(offset)
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}
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func GetSizePrefixedRootAsRobotBlockRef(buf []byte, offset flatbuffers.UOffsetT) *RobotBlockRef {
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n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
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x := &RobotBlockRef{}
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x.Init(buf, n+offset+flatbuffers.SizeUint32)
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return x
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}
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func FinishSizePrefixedRobotBlockRefBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.FinishSizePrefixed(offset)
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}
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func (rcv *RobotBlockRef) Init(buf []byte, i flatbuffers.UOffsetT) {
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rcv._tab.Bytes = buf
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rcv._tab.Pos = i
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}
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func (rcv *RobotBlockRef) Table() flatbuffers.Table {
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return rcv._tab
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}
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func (rcv *RobotBlockRef) Id() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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}
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return nil
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}
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func (rcv *RobotBlockRef) DisplayName() []byte {
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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.ByteVector(o + rcv._tab.Pos)
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}
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return nil
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}
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func (rcv *RobotBlockRef) GameId() []byte {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
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if o != 0 {
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return rcv._tab.ByteVector(o + rcv._tab.Pos)
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}
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return nil
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}
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func (rcv *RobotBlockRef) Seat() int32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(10))
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if o != 0 {
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return rcv._tab.GetInt32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *RobotBlockRef) MutateSeat(n int32) bool {
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return rcv._tab.MutateInt32Slot(10, n)
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}
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func RobotBlockRefStart(builder *flatbuffers.Builder) {
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builder.StartObject(4)
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}
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func RobotBlockRefAddId(builder *flatbuffers.Builder, id flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(id), 0)
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}
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func RobotBlockRefAddDisplayName(builder *flatbuffers.Builder, displayName flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(displayName), 0)
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}
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func RobotBlockRefAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(gameId), 0)
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}
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func RobotBlockRefAddSeat(builder *flatbuffers.Builder, seat int32) {
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builder.PrependInt32Slot(3, seat, 0)
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}
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func RobotBlockRefEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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