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- 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
31 lines
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923 B
Protocol Buffer
31 lines
No EOL
923 B
Protocol Buffer
syntax = "proto2";
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import "game_commands.proto";
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import "serverinfo_tournament.proto";
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message Command_ReportMatchResult {
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extend GameCommand {
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optional Command_ReportMatchResult ext = 1037;
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}
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optional sint32 game_id = 1 [default = -1];
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// The winning player's ID. A drawn match is reported with is_draw set and
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// winner_id left unset so a missing report stays distinguishable from a
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// reported draw via has_winner_id().
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optional sint32 winner_id = 2 [default = -1];
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// Whether the match ended in a draw; winner_id is meaningless then.
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optional bool is_draw = 3;
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}
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message Command_AdvanceTournament {
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extend GameCommand {
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optional Command_AdvanceTournament ext = 1038;
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}
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}
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message Command_TournamentSettingsSelect {
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extend GameCommand {
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optional Command_TournamentSettingsSelect ext = 1039;
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}
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optional TournamentSettings settings = 1;
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} |