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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@@ -13,6 +13,7 @@ import type {
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import { GatewayError } from '../client';
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import type {
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AccountRef,
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BlockList,
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BlockStatus,
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ChatMessage,
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EvalResult,
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@@ -555,10 +556,13 @@ export class MockGateway implements GatewayClient {
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}
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// --- blocks ---
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async blocksList(): Promise<AccountRef[]> {
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return this.blocks.map((b) => ({ ...b }));
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async blocksList(): Promise<BlockList> {
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// The mock models human blocks only (no disguised robots); robots stays empty.
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return { blocked: this.blocks.map((b) => ({ ...b })), robots: [] };
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}
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async block(accountId: string): Promise<void> {
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async block(accountId: string, _gameId?: string): Promise<void> {
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// A block hides the blocked person from the blocker's own friends list (the real
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// ListFriends filters them out), without deleting the underlying friendship.
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this.friends = this.friends.filter((f) => f.accountId !== accountId);
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if (!this.blocks.some((b) => b.accountId === accountId)) {
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this.blocks.push({ accountId, displayName: this.nameFor(accountId) });
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