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).
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@@ -9,6 +9,7 @@ import { indexForLetter, letterForIndex, setAlphabet, type AlphabetEntryWire } f
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import type { PlacedTile } from './client';
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import type {
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AccountRef,
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BlockStatus,
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ChatMessage,
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EvalResult,
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FriendCode,
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@@ -314,6 +315,16 @@ export function decodeProfile(buf: Uint8Array): Profile {
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};
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}
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export function decodeBlockStatus(buf: Uint8Array): BlockStatus {
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const b = fb.BlockStatus.getRootAsBlockStatus(new ByteBuffer(buf));
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return {
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blocked: b.blocked(),
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permanent: b.permanent(),
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until: s(b.until()),
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reason: s(b.reason()),
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};
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}
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// decodeStateViewTable projects a StateView table (a root or one nested in an event) to the
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// model. It caches the alphabet when present (a per-variant cache miss) and decodes the index
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// rack to display letters with it.
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