Cockatrice/libcockatrice_protocol/libcockatrice/protocol/pb/room_commands.proto
BruebachL 17d2e8d86e
[Server] Add room chat channels with per-channel fan-out and history (#7476)
* [Server] Add room chat channels with per-channel fan-out and history

* Fixup: redact all channel histories on message removal

removeSaidMessages only redacted the main history, so banned/warned
content stayed visible to late joiners on every other channel.
Drop the unused channelId parameter and redact up to amount messages
per channel across the whole channelChatHistory map.

* [Server] Validate room channel ids and fix catalog schema per review

- servatrice.sql: expand rooms_channels access_level enum to full set
  to match 0037->0038 migration
- servatrice.cpp: skip empty, reserved (__main__) and duplicate channel
  ids when loading from ini and DB with qWarning
- server_protocolhandler.cpp: clarify catalog replay comment (filtering
  happens in moderator stack)
- server_room: drop duplicate channelIndex, linear search preserves
  catalog order

* [Server] Fix server_room.cpp formatting per clang-format-18

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Co-authored-by: BruebachL <bruebachl@cockatrice.example>
2026-10-16 22:46:38 +02:00

92 lines
2.4 KiB
Protocol Buffer

syntax = "proto2";
message RoomCommand {
enum RoomCommandType {
LEAVE_ROOM = 1000;
ROOM_SAY = 1001;
CREATE_GAME = 1002;
JOIN_GAME = 1003;
ROOM_CHANNEL_SAY = 1004;
}
extensions 100 to max;
}
message Command_LeaveRoom {
extend RoomCommand {
optional Command_LeaveRoom ext = 1000;
}
}
message Command_RoomSay {
extend RoomCommand {
optional Command_RoomSay ext = 1001;
}
optional string message = 1;
}
message Command_RoomChannelSay {
extend RoomCommand {
optional Command_RoomChannelSay ext = 1004;
}
optional string channel_id = 1;
optional string message = 2;
}
// Create a new game in the room
message Command_CreateGame {
extend RoomCommand {
optional Command_CreateGame ext = 1002;
}
// game description shown in game list
optional string description = 1;
// password users will have to provide to join the game
optional string password = 2;
// amount of players needed to play
optional uint32 max_players = 3;
// limits the game to only allowing users on the creator's buddy list to join
optional bool only_buddies = 4;
// limits the game to only allowing registered users
optional bool only_registered = 5;
// allows non players to view the game as spectator
optional bool spectators_allowed = 6;
// allows spectators to join without password if false
optional bool spectators_need_password = 7;
// allows spectators to use game say commands
optional bool spectators_can_talk = 8;
// allows spectators to see hands and hidden information
optional bool spectators_see_everything = 9;
// selection of game types as presented in the server's room configuration
repeated uint32 game_type_ids = 10;
// the creator of the game will join it as a judge
optional bool join_as_judge = 11;
// the creator of the game will join it as a spectator
optional bool join_as_spectator = 12;
// set the starting life total
optional uint32 starting_life_total = 13;
// share decklists with all players when selected
optional bool share_decklists_on_load = 14;
}
message Command_JoinGame {
extend RoomCommand {
optional Command_JoinGame ext = 1003;
}
optional sint32 game_id = 1 [default = -1];
optional string password = 2;
optional bool spectator = 3;
optional bool override_restrictions = 4;
optional bool join_as_judge = 5;
}