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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@@ -13,6 +13,7 @@ import type {
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import { GatewayError } 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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@@ -139,6 +140,10 @@ export class MockGateway implements GatewayClient {
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async profileGet(): Promise<Profile> {
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return { ...this.profile };
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}
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async blockStatus(): Promise<BlockStatus> {
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// The mock never blocks; the blocked screen is driven directly via the mock-mode __block seam.
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return { blocked: false, permanent: false, until: '', reason: '' };
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}
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async gamesList(): Promise<GameList> {
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return { games: [...this.games.values()].map((g) => structuredClone(g.view)) };
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}
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