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