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
+4
View File
@@ -6,6 +6,7 @@
import type {
AccountRef,
BlockStatus,
ChatMessage,
EvalResult,
FriendCode,
@@ -60,6 +61,9 @@ export interface GatewayClient {
// --- profile / lists ---
profileGet(): Promise<Profile>;
/** The caller's current manual block. Exempt from the backend's suspension gate, so a blocked
* client can still fetch it to render the blocked screen. */
blockStatus(): Promise<BlockStatus>;
gamesList(): Promise<GameList>;
// --- lobby ---