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[Protocol] Share tournament messages and report draws explicitly
- TournamentPlayer/TournamentPairing/TournamentSettings move into serverinfo_tournament.proto, imported by both the tournament event and the tournament game commands, so Command_CreateGame reaches them without crossing the command/event boundary - Command_CreateGame carries the full TournamentSettings instead of a duplicate games_per_match field, keeping game creation and mid-game changes on one wire representation - draw results are explicit: Command_ReportMatchResult and TournamentPairing gain is_draw, so a report stays distinguishable from an unset -1 winner - pairing match-wins are uint32 like the other game counts
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5 changed files with 45 additions and 27 deletions
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@ -1,27 +1,6 @@
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syntax = "proto2";
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import "game_event.proto";
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message TournamentPlayer {
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optional sint32 player_id = 1;
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optional string player_name = 2;
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optional uint32 wins = 3;
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optional uint32 losses = 4;
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optional uint32 draws = 5;
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optional bool deck_submitted = 6;
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}
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message TournamentPairing {
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optional sint32 player1_id = 1;
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optional sint32 player2_id = 2 [default = -1];
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optional sint32 game_id = 3;
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optional sint32 winner_id = 4 [default = -1];
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optional sint32 player1_match_wins = 5 [default = 0];
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optional sint32 player2_match_wins = 6 [default = 0];
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}
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message TournamentSettings {
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optional uint32 games_per_match = 1 [default = 1];
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}
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import "serverinfo_tournament.proto";
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message Event_TournamentState {
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extend GameEvent {
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@ -40,4 +19,4 @@ message Event_TournamentState {
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repeated TournamentPlayer players = 4;
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repeated TournamentPairing pairings = 5;
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optional TournamentSettings settings = 6;
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}
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}
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