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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@@ -205,6 +205,22 @@ export interface AccountRef {
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displayName: string;
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}
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// RobotBlockEntry is one blocked disguised-robot opponent: a per-game record (not a real
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// account) carrying the game name the player saw and the game/seat it was blocked in. Its id
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// is used to unblock it.
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export interface RobotBlockEntry {
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id: string;
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displayName: string;
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gameId: string;
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seat: number;
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}
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// BlockList is the caller's blocked humans plus the per-game disguised-robot blocks.
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export interface BlockList {
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blocked: AccountRef[];
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robots: RobotBlockEntry[];
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}
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/** A freshly issued one-time friend code (the plaintext is returned once). */
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export interface FriendCode {
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code: string;
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