[Protocol] Drop redundant is_tournament from the game-state event

The client already learns a game is a tournament from Event_GameJoined's
ServerInfo_Game.is_tournament, so mirroring it on every Event_GameStateChanged
is dead wire data — nothing on the client reads it. Removed.
This commit is contained in:
Lukas Brübach 2026-09-02 10:27:51 +02:00
parent b98a267285
commit b8083b6c93

View file

@ -25,9 +25,6 @@ message Event_GameStateChanged {
// the amount of seconds since the game started // the amount of seconds since the game started
optional uint32 seconds_elapsed = 5; optional uint32 seconds_elapsed = 5;
// whether this game is a tournament game
optional bool is_tournament = 9;
// for tournament sub-games: the ID of the parent tournament game (-1 if not a sub-game) // for tournament sub-games: the ID of the parent tournament game (-1 if not a sub-game)
optional sint32 parent_game_id = 10 [default = -1]; optional sint32 parent_game_id = 10 [default = -1];
} }