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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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syntax = "proto2";
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// Player-entered tournament metadata as shown in the standings and bracket views.
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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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// A single match pairing within a tournament round.
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message TournamentPairing {
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optional sint32 player1_id = 1;
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// -1 when the pairing is a bye.
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optional sint32 player2_id = 2 [default = -1];
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optional sint32 game_id = 3;
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// The winning player's ID, or -1 when the match ended in a draw (is_draw).
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// An unset field reads back as -1 too; has_winner_id() distinguishes those.
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optional sint32 winner_id = 4 [default = -1];
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optional uint32 player1_match_wins = 5;
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optional uint32 player2_match_wins = 6;
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// Whether the match ended in a draw; winner_id is meaningless then.
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optional bool is_draw = 7;
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}
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// Settings governing all matches of a tournament.
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message TournamentSettings {
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// Number of games per match (e.g. 3 for best of 3).
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optional uint32 games_per_match = 1 [default = 1];
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}
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