[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
This commit is contained in:
Lukas Brübach 2026-09-02 08:43:25 +02:00 committed by GitHub
parent e82b311c8b
commit dca6fdf17f
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GPG key ID: B5690EEEBB952194
5 changed files with 45 additions and 27 deletions

View file

@ -185,6 +185,7 @@ set(PROTO_FILES
serverinfo_replay_match.proto
serverinfo_report.proto
serverinfo_room.proto
serverinfo_tournament.proto
serverinfo_user.proto
serverinfo_user_alt.proto
serverinfo_user_session.proto

View file

@ -1,6 +1,6 @@
syntax = "proto2";
import "game_commands.proto";
import "event_tournament_state.proto";
import "serverinfo_tournament.proto";
message Command_ReportMatchResult {
extend GameCommand {
@ -8,7 +8,12 @@ message Command_ReportMatchResult {
}
optional sint32 game_id = 1 [default = -1];
// The winning player's ID. A drawn match is reported with is_draw set and
// winner_id left unset so a missing report stays distinguishable from a
// reported draw via has_winner_id().
optional sint32 winner_id = 2 [default = -1];
// Whether the match ended in a draw; winner_id is meaningless then.
optional bool is_draw = 3;
}
message Command_AdvanceTournament {
@ -23,4 +28,4 @@ message Command_TournamentSettingsSelect {
}
optional TournamentSettings settings = 1;
}
}

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@ -1,27 +1,6 @@
syntax = "proto2";
import "game_event.proto";
message TournamentPlayer {
optional sint32 player_id = 1;
optional string player_name = 2;
optional uint32 wins = 3;
optional uint32 losses = 4;
optional uint32 draws = 5;
optional bool deck_submitted = 6;
}
message TournamentPairing {
optional sint32 player1_id = 1;
optional sint32 player2_id = 2 [default = -1];
optional sint32 game_id = 3;
optional sint32 winner_id = 4 [default = -1];
optional sint32 player1_match_wins = 5 [default = 0];
optional sint32 player2_match_wins = 6 [default = 0];
}
message TournamentSettings {
optional uint32 games_per_match = 1 [default = 1];
}
import "serverinfo_tournament.proto";
message Event_TournamentState {
extend GameEvent {
@ -40,4 +19,4 @@ message Event_TournamentState {
repeated TournamentPlayer players = 4;
repeated TournamentPairing pairings = 5;
optional TournamentSettings settings = 6;
}
}

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@ -1,4 +1,5 @@
syntax = "proto2";
import "serverinfo_tournament.proto";
message RoomCommand {
enum RoomCommandType {
LEAVE_ROOM = 1000;
@ -70,8 +71,8 @@ message Command_CreateGame {
// share decklists with all players when selected
optional bool share_decklists_on_load = 14;
// number of games per match in tournament mode (e.g. 3 for best of 3)
optional uint32 games_per_match = 15 [default = 1];
// tournament settings shared by game creation and mid-game changes
optional TournamentSettings tournament_settings = 15;
// whether this is a tournament game
optional bool is_tournament = 16;

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@ -0,0 +1,32 @@
syntax = "proto2";
// Player-entered tournament metadata as shown in the standings and bracket views.
message TournamentPlayer {
optional sint32 player_id = 1;
optional string player_name = 2;
optional uint32 wins = 3;
optional uint32 losses = 4;
optional uint32 draws = 5;
optional bool deck_submitted = 6;
}
// A single match pairing within a tournament round.
message TournamentPairing {
optional sint32 player1_id = 1;
// -1 when the pairing is a bye.
optional sint32 player2_id = 2 [default = -1];
optional sint32 game_id = 3;
// The winning player's ID, or -1 when the match ended in a draw (is_draw).
// An unset field reads back as -1 too; has_winner_id() distinguishes those.
optional sint32 winner_id = 4 [default = -1];
optional uint32 player1_match_wins = 5;
optional uint32 player2_match_wins = 6;
// Whether the match ended in a draw; winner_id is meaningless then.
optional bool is_draw = 7;
}
// Settings governing all matches of a tournament.
message TournamentSettings {
// Number of games per match (e.g. 3 for best of 3).
optional uint32 games_per_match = 1 [default = 1];
}