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.
This commit is contained in:
@@ -13,6 +13,7 @@
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waiting = false,
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nudgeOnCooldown = false,
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vsAi = false,
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blocked = false,
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onsend,
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onnudge,
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}: {
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@@ -38,6 +39,10 @@
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// vsAi disables both controls in an honest-AI game: the opponent is a robot, so there is
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// nobody to message or hurry. The fields still show (turn-driven), but disabled.
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vsAi?: boolean;
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// blocked hides the whole composer (message field, send and nudge), leaving only the chat
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// log — as in a finished game — when the viewer has blocked the opponent: there is no one
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// they will message (the backend rejects it too).
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blocked?: boolean;
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onsend: (text: string) => void;
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onnudge: () => void;
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} = $props();
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@@ -65,6 +70,7 @@
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{/if}
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{/each}
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</div>
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{#if !blocked}
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<div class="input">
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{#if canSend}
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<input
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@@ -85,6 +91,7 @@
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<button class="iconbtn" onclick={onnudge} disabled={busy || waiting || nudgeOnCooldown || vsAi || !connection.online} aria-label={t('chat.nudgeAction')}>🛎️</button>
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{/if}
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</div>
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{/if}
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</div>
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<style>
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@@ -16,6 +16,9 @@
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let messages = $state<ChatMessage[]>([]);
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let busy = $state(false);
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let tick = $state(0);
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// The opponents the viewer has blocked: when every opponent is blocked the composer is hidden
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// (only the chat log remains), matching the backend guard that rejects messaging a blocked peer.
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let blockedIds = $state(new Set<string>());
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const myId = $derived(app.session?.userId ?? '');
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const isMyTurn = $derived(
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@@ -31,6 +34,14 @@
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const canNudge = $derived(!!view && view.game.status === 'active' && view.game.toMove !== view.seat);
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// While the auto-match game still has no opponent, chat and nudge are both disabled.
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const waiting = $derived(!!view && view.game.status === 'open');
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// peerBlocked is true when every seated opponent is one the viewer has blocked: the whole
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// composer is then hidden (a blocked opponent cannot be messaged).
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const peerBlocked = $derived.by(() => {
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const v = view;
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if (!v) return false;
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const opponents = v.game.seats.filter((s) => s.seat !== v.seat && !!s.accountId);
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return opponents.length > 0 && opponents.every((s) => blockedIds.has(s.accountId));
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});
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const nudgeCooldownSecs = 3600;
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// The nudge is one-per-hour-per-game and clears once the player chats (engagement); the
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// backend stays authoritative, so a move-based reset is left to it.
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@@ -64,9 +75,20 @@
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if (initial) handleError(e);
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}
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}
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// loadBlocked refreshes the viewer's blocked set (best-effort); guests have none.
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async function loadBlocked() {
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if (app.profile?.isGuest) return;
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try {
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const bl = await gateway.blocksList();
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blockedIds = new Set(bl.map((b) => b.accountId));
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} catch {
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/* best-effort */
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}
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}
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onMount(async () => {
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await loadState(true);
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await refresh();
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void loadBlocked();
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});
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// Live: refresh the message list on a chat / nudge for this game, and reload the state on
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@@ -84,6 +106,10 @@
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) {
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void loadState();
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}
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// A block/unblock applied: re-derive whether the composer should be hidden.
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if (e.kind === 'notify' && (e.sub === 'user_blocked' || e.sub === 'user_unblocked')) {
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void loadBlocked();
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}
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});
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// Re-evaluate the nudge cooldown on a timer so the control re-enables on time.
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$effect(() => {
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@@ -123,6 +149,7 @@
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{waiting}
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{nudgeOnCooldown}
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vsAi={!!view && view.game.vsAi}
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blocked={peerBlocked}
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onsend={sendChat}
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onnudge={nudge}
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/>
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+98
-10
@@ -240,6 +240,7 @@
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}
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void load();
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void loadFriends();
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void loadBlocked();
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});
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// cacheSnapshot returns the open game's current state as a CachedGame for the delta reducers.
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@@ -294,6 +295,11 @@
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} else if (e.kind === 'notify' && (e.sub === 'friend_added' || e.sub === 'friend_declined')) {
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// A request the player sent was answered: re-derive the in-game "add friend" state.
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void loadFriends();
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} else if (e.kind === 'notify' && (e.sub === 'user_blocked' || e.sub === 'user_unblocked')) {
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// A block/unblock applied (this or another of the viewer's sessions): reconcile the
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// blocked set — and the friend set, since a block hides a blocked friend — in place.
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void loadBlocked();
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void loadFriends();
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}
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});
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});
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@@ -869,9 +875,12 @@
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boardPointers.delete(e.pointerId);
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boardSwipe = null;
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}
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// A closed history clears every per-seat add-friend confirmation.
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// A closed history clears every per-seat add-friend and block confirmation.
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$effect(() => {
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if (!historyShown) addConfirm = {};
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if (!historyShown) {
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addConfirm = {};
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blockConfirm = {};
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}
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});
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// Friend state for the in-game "add friend" affordance (the 🤝 in each opponent's score
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@@ -881,9 +890,15 @@
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// re-send and disable the 🤝).
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let friends = $state(new Set<string>());
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let requested = $state(new Set<string>());
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// Per-seat "confirming" flag for the 🤝 → ✅ tap-to-confirm (TapConfirm writes it); while
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// set, that seat's card shows "Add friend?" in place of the score. Reset when history closes.
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// `blocked` are the opponents the viewer has blocked: their 🤝 and ✖️ controls disappear and
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// their name is struck. Derived from the server so it is correct across reloads and live-updates
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// on a user_blocked / user_unblocked event.
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let blocked = $state(new Set<string>());
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// Per-seat "confirming" flags for the 🤝 → ✅ and ✖️ → ✅ tap-to-confirm (TapConfirm writes them);
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// while set, that seat's card shows "Add friend?" / "Block?" in place of the score, and the
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// opposite control is hidden so the two never overlap. Reset when history closes.
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let addConfirm = $state<Record<number, boolean>>({});
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let blockConfirm = $state<Record<number, boolean>>({});
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// loadFriends refreshes the friend/outgoing sets for a non-guest; guests have no social
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// surfaces, so the sets stay empty. Best-effort — a failure leaves the previous sets.
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@@ -898,12 +913,40 @@
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}
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}
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// loadBlocked refreshes the blocked set for a non-guest. Best-effort.
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async function loadBlocked() {
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if (app.profile?.isGuest) return;
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try {
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const bl = await gateway.blocksList();
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blocked = new Set(bl.map((b) => b.accountId));
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} catch {
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/* best-effort */
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}
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}
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// addFriend and blockUser apply the new relationship optimistically (so the controls and score
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// caption update the instant the confirm fires) and roll back to the prior state if the command
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// fails to reach the server. The confirming user_blocked / user_added event then just reconciles
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// the same state in place (no flicker).
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async function addFriend(accountId: string) {
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const had = requested.has(accountId);
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requested = new Set([...requested, accountId]);
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try {
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await gateway.friendRequest(accountId);
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requested = new Set([...requested, accountId]); // optimistic; reconciled by loadFriends
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showToast(t('friends.requestSent'));
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} catch (e) {
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if (!had) requested = new Set([...requested].filter((id) => id !== accountId));
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handleError(e);
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}
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}
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async function blockUser(accountId: string) {
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const had = blocked.has(accountId);
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blocked = new Set([...blocked, accountId]);
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try {
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await gateway.block(accountId);
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} catch (e) {
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if (!had) blocked = new Set([...blocked].filter((id) => id !== accountId));
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handleError(e);
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}
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}
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@@ -933,9 +976,25 @@
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// (not the still-empty seat of an open game) who is not yet a friend (an already-requested
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// opponent still shows it, but disabled).
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function canAddFriend(accountId: string): boolean {
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// Never offer add-friend against an AI opponent.
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// Never offer add-friend against an AI opponent, an existing friend, or a blocked player.
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if (view?.game.vsAi) return false;
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return !!accountId && !app.profile?.isGuest && accountId !== app.session?.userId && !friends.has(accountId);
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return (
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!!accountId &&
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!app.profile?.isGuest &&
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accountId !== app.session?.userId &&
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!friends.has(accountId) &&
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!blocked.has(accountId)
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);
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}
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// canBlock reports whether a seat shows the ✖️ block control: like canAddFriend, but a friend
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// may still be blocked (the block overrides the friendship), so it omits the friend exclusion.
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// An already-blocked opponent hides it (both controls go, and the name is struck).
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function canBlock(accountId: string): boolean {
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if (view?.game.vsAi) return false;
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return (
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!!accountId && !app.profile?.isGuest && accountId !== app.session?.userId && !blocked.has(accountId)
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);
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}
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</script>
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@@ -985,9 +1044,22 @@
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{#if app.chatUnread[id]}<span class="unread-dot sbadge-dot"></span>{/if}
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{#each view.game.seats as s (s.seat)}
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<div class="seat" class:turn={view.game.toMove === s.seat && !gameOver} class:win={s.isWinner}>
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<div class="nm">{seatName(s)}</div>
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<div class="sc">{addConfirm[s.seat] ? t('game.addFriendShort') : s.score}</div>
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{#if historyShown && canAddFriend(s.accountId)}
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<div class="nm" class:struck={blocked.has(s.accountId)}>{seatName(s)}</div>
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<div class="sc" class:blockprompt={blockConfirm[s.seat]}>
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{#if blockConfirm[s.seat]}{t('game.blockShort')}{:else if addConfirm[s.seat]}{t('game.addFriendShort')}{:else}{s.score}{/if}
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</div>
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{#if historyShown && canBlock(s.accountId) && !addConfirm[s.seat]}
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<span class="blockuser">
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<TapConfirm
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label={t('friends.blockFromGame')}
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onConfirming={(v) => (blockConfirm[s.seat] = v)}
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onconfirm={() => blockUser(s.accountId)}
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>
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<span class="fico">✖️</span>
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</TapConfirm>
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</span>
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{/if}
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{#if historyShown && canAddFriend(s.accountId) && !blockConfirm[s.seat]}
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<span class="addfriend">
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<TapConfirm
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label={t('friends.addFromGame')}
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@@ -1426,9 +1498,25 @@
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transform: translateY(-50%);
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font-size: 1.15rem;
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}
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/* The ✖️ block control mirrors add-friend on the seat's left edge. */
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.blockuser {
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position: absolute;
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left: 2px;
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top: 50%;
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transform: translateY(-50%);
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font-size: 1.15rem;
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}
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.fico {
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line-height: 1;
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}
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/* A blocked opponent's name is struck through. */
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.nm.struck {
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text-decoration: line-through;
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}
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/* The "Block?" confirm caption replaces the score in the danger colour (theme-aware). */
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.sc.blockprompt {
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color: var(--danger);
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}
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/* The unread-chat dot on the score bar's corner; the history's 💬 icon fade-blinks (two cycles)
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when the history is opened with unread present, rather than carrying a count badge. */
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.unread-dot {
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@@ -225,6 +225,7 @@ export const en = {
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'friends.block': 'Block',
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'friends.add': 'Add a friend',
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'friends.addFromGame': 'Add to friends',
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'friends.blockFromGame': 'Block player',
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'friends.requestSent': 'Friend request sent.',
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'friends.getCode': 'Show my code',
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'friends.codeHint': 'Give this code to a friend within 12 hours.',
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@@ -284,6 +285,7 @@ export const en = {
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'game.exportGcg': 'Export GCG',
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'game.gcgActiveOnly': 'Available once the game is finished.',
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'game.addFriendShort': 'Add friend?',
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'game.blockShort': 'Block?',
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'time.minutes': '{n} min',
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'time.hours': '{n} h',
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@@ -226,6 +226,7 @@ export const ru: Record<MessageKey, string> = {
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'friends.block': 'Заблокировать',
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'friends.add': 'Добавить друга',
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'friends.addFromGame': 'В друзья',
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'friends.blockFromGame': 'Заблокировать',
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'friends.requestSent': 'Заявка в друзья отправлена.',
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'friends.getCode': 'Показать мой код',
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'friends.codeHint': 'Передайте этот код другу в течение 12 часов.',
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@@ -285,6 +286,7 @@ export const ru: Record<MessageKey, string> = {
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'game.exportGcg': 'Экспорт GCG',
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'game.gcgActiveOnly': 'Доступно после завершения игры.',
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'game.addFriendShort': 'В друзья?',
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'game.blockShort': 'Блокируем?',
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'time.minutes': '{n} мин',
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'time.hours': '{n} ч',
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