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
+12 -1
View File
@@ -49,12 +49,23 @@ func (rcv *TargetRequest) AccountId() []byte {
return nil
}
func (rcv *TargetRequest) GameId() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func TargetRequestStart(builder *flatbuffers.Builder) {
builder.StartObject(1)
builder.StartObject(2)
}
func TargetRequestAddAccountId(builder *flatbuffers.Builder, accountId flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(accountId), 0)
}
func TargetRequestAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(gameId), 0)
}
func TargetRequestEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}