feat(admin): manual account blocking (suspensions)
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Operator-driven hard block, the counterpart to the soft high-rate flag: permanent or until a date, with an optional reason chosen from an editable en+ru picklist (snapshotted onto the block). A block forfeits the player's active games (opponent wins, as a resignation) and cancels their open matchmaking games. A backend gate refuses a blocked account on every /api/v1/user/* route except the block-status probe with 403 account_blocked, which threads through the gateway as the Execute result_code; the UI surfaces it as a terminal blocked screen and stops all push/poll. Temporary blocks self-expire; the operator can unblock at any time (lost games stay lost). Sessions are not revoked, so the blocked client can still reach the exempt block-status endpoint.

Backend: migration 00003 (account_suspensions + suspension_reasons) + jet regen; account suspension store; game.ForfeitAllForAccount; requireNotSuspended gate + block-status endpoint; admin console block/unblock + Reasons CRUD. Wire: fbs BlockStatus + account.block_status gateway op. UI: blocked screen, app state, transport/codec, i18n. Docs: ARCHITECTURE, FUNCTIONAL(+ru), PRERELEASE (AB).
This commit is contained in:
Ilia Denisov
2026-06-14 21:55:59 +02:00
parent 9d85090075
commit d1ba666495
48 changed files with 2206 additions and 2 deletions
+12
View File
@@ -150,6 +150,18 @@ table Profile {
notifications_in_app_only:bool = true;
}
// BlockStatus reports the caller's current manual block. The UI fetches it after any operation
// returns the "account_blocked" result code, then replaces every screen with the terminal blocked
// screen and stops all push/poll. permanent is false for a temporary block; until is an RFC3339
// UTC instant for a temporary block and empty for a permanent one; reason is the operator-set text
// resolved to the account's language, empty when none was cited.
table BlockStatus {
blocked:bool;
permanent:bool;
until:string;
reason:string;
}
// --- game (authenticated) ---
// SubmitPlayRequest places tiles on the player's turn; the backend infers the play's
+101
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@@ -0,0 +1,101 @@
// Code generated by the FlatBuffers compiler. DO NOT EDIT.
package scrabblefb
import (
flatbuffers "github.com/google/flatbuffers/go"
)
type BlockStatus struct {
_tab flatbuffers.Table
}
func GetRootAsBlockStatus(buf []byte, offset flatbuffers.UOffsetT) *BlockStatus {
n := flatbuffers.GetUOffsetT(buf[offset:])
x := &BlockStatus{}
x.Init(buf, n+offset)
return x
}
func FinishBlockStatusBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.Finish(offset)
}
func GetSizePrefixedRootAsBlockStatus(buf []byte, offset flatbuffers.UOffsetT) *BlockStatus {
n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
x := &BlockStatus{}
x.Init(buf, n+offset+flatbuffers.SizeUint32)
return x
}
func FinishSizePrefixedBlockStatusBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.FinishSizePrefixed(offset)
}
func (rcv *BlockStatus) Init(buf []byte, i flatbuffers.UOffsetT) {
rcv._tab.Bytes = buf
rcv._tab.Pos = i
}
func (rcv *BlockStatus) Table() flatbuffers.Table {
return rcv._tab
}
func (rcv *BlockStatus) Blocked() bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
if o != 0 {
return rcv._tab.GetBool(o + rcv._tab.Pos)
}
return false
}
func (rcv *BlockStatus) MutateBlocked(n bool) bool {
return rcv._tab.MutateBoolSlot(4, n)
}
func (rcv *BlockStatus) Permanent() bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
return rcv._tab.GetBool(o + rcv._tab.Pos)
}
return false
}
func (rcv *BlockStatus) MutatePermanent(n bool) bool {
return rcv._tab.MutateBoolSlot(6, n)
}
func (rcv *BlockStatus) Until() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *BlockStatus) Reason() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(10))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func BlockStatusStart(builder *flatbuffers.Builder) {
builder.StartObject(4)
}
func BlockStatusAddBlocked(builder *flatbuffers.Builder, blocked bool) {
builder.PrependBoolSlot(0, blocked, false)
}
func BlockStatusAddPermanent(builder *flatbuffers.Builder, permanent bool) {
builder.PrependBoolSlot(1, permanent, false)
}
func BlockStatusAddUntil(builder *flatbuffers.Builder, until flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(until), 0)
}
func BlockStatusAddReason(builder *flatbuffers.Builder, reason flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(3, flatbuffers.UOffsetT(reason), 0)
}
func BlockStatusEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}