feat(social): asymmetric per-user block, in-game block control, admin lists
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CI / unit (pull_request) Successful in 9s
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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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@@ -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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