feat(social): asymmetric per-user block, in-game block control, admin lists
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Make a per-user block one-directional and non-destructive: the blocker stops
receiving everything from the blocked user (chat, nudge, friend requests,
invitations) and the matchmaker never pairs them, while the blocked user
notices nothing — their sends still persist by the normal rules but are never
delivered or surfaced (born-read). A block no longer deletes the friendship
(an unblock cleanly restores it) and instant-reads any unread the blocked user
had left for the blocker.
- backend: a directional blockExists guard across chat/nudge/friends/invitations
(store-but-hide for the blocked->blocker direction, refuse blocker->blocked);
the matchmaker excludes a block-related pair (both directions) from auto-match;
user_blocked/user_unblocked notifications to the blocker only (in-app only).
- ui: the opponent score card gains a block ✖️ control mirroring add-friend
(red "Block?" confirm, mutual-hide while confirming, struck name, hidden chat
composer when blocked); optimistic apply + event confirm + rollback for both.
- admin: the user card gains cross-linked blocks / blocked-by / friends lists.
- docs: FUNCTIONAL(+ru), ARCHITECTURE §10 + decision record, UI_DESIGN, PRERELEASE.
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@@ -62,6 +62,16 @@ const (
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// it re-fetches profile.get to show or hide the banner. It carries no payload (the
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// banner set rides the profile response). In-app only.
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NotifyBanner = "banner"
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// NotifyUserBlocked confirms to the blocker that a per-user block took effect,
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// carrying the blocked account, so every one of the blocker's sessions updates the
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// in-game block/add-friend controls and the struck name in place. It is delivered
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// only to the blocker — never to the blocked user, who must not learn of the block —
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// and is in-app only (no out-of-app push: blocking is the viewer's own action).
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NotifyUserBlocked = "user_blocked"
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// NotifyUserUnblocked confirms an unblock to the (former) blocker, carrying the
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// unblocked account, so their open game screens restore the controls and un-strike
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// the name in place. Like NotifyUserBlocked it reaches only the actor and is in-app only.
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NotifyUserUnblocked = "user_unblocked"
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)
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// Intent is one live event destined for a single user. Payload is the
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Block a user