feat(social): asymmetric per-user block, in-game block control, admin lists
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 51s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m19s
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 51s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m19s
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.
This commit is contained in:
@@ -193,6 +193,29 @@ test('game: the add-friend 🤝 confirms with a tap and then reads as sent', asy
|
||||
await expect(add).toBeDisabled();
|
||||
});
|
||||
|
||||
test('game: the block ✖️ confirms in red, then hides both controls and strikes the name', async ({ page }) => {
|
||||
await loginLobby(page);
|
||||
await page.getByRole('button', { name: /Ann/ }).click(); // active game vs Ann
|
||||
await page.locator('.scoreboard').click(); // open the history -> 🤝 and ✖️ appear on Ann's card
|
||||
const block = page.getByRole('button', { name: 'Block player' });
|
||||
await expect(block).toBeVisible();
|
||||
await block.click(); // arm: ✖️ -> a fading ✅, the score caption turns to a red "Block?"
|
||||
await expect(page.locator('.sc.blockprompt')).toHaveText('Block?');
|
||||
// While confirming a block the add-friend control is hidden so the two never overlap.
|
||||
await expect(page.getByRole('button', { name: 'Add to friends' })).toHaveCount(0);
|
||||
await block.click(); // confirm within the window
|
||||
// The block applied (optimistically): both controls disappear and the name is struck.
|
||||
await expect(page.getByRole('button', { name: 'Block player' })).toHaveCount(0);
|
||||
await expect(page.getByRole('button', { name: 'Add to friends' })).toHaveCount(0);
|
||||
await expect(page.locator('.nm.struck')).toBeVisible();
|
||||
|
||||
// The chat composer is hidden for a blocked opponent — only the log remains, as in a
|
||||
// finished game.
|
||||
await page.getByRole('button', { name: 'Chat' }).click(); // 💬 -> comms hub
|
||||
await expect(page.getByRole('button', { name: 'Send' })).toHaveCount(0);
|
||||
await expect(page.getByRole('button', { name: 'Nudge' })).toHaveCount(0);
|
||||
});
|
||||
|
||||
test('game: an opponent who is already a friend shows no add-friend 🤝', async ({ page }) => {
|
||||
await loginLobby(page);
|
||||
await page.getByRole('button', { name: /Kaya/ }).click(); // finished game vs Kaya, a seeded friend
|
||||
|
||||
Reference in New Issue
Block a user