//====== Copyright 1996-2010, Valve Corporation, All rights reserved. ======= // // Purpose: The file defines our Google Protocol Buffers which are used in over // the wire messages between servers as well as between the TF GC and TF gameservers // and clients. // //============================================================================= // We care more about speed than code size option optimize_for = SPEED; // We don't use the service generation functionality option cc_generic_services = false; // // STYLE NOTES: // // Use CamelCase CMsgMyMessageName style names for messages. // // Use lowercase _ delimited names like my_steam_id for field names, this is non-standard for Steam, // but plays nice with the Google formatted code generation. // // Try not to use required fields ever. Only do so if you are really really sure you'll never want them removed. // Optional should be preffered as it will make versioning easier and cleaner in the future if someone refactors // your message and wants to remove or rename fields. // // Use fixed64 for JobId_t, GID_t, or SteamID. This is appropriate for any field that is normally // going to be larger than 2^56. Otherwise use int64 for 64 bit values that are frequently smaller // than 2^56 as it will safe space on the wire in those cases. // // Similar to fixed64, use fixed32 for RTime32 or other 32 bit values that are frequently larger than // 2^28. It will safe space in those cases, otherwise use int32 which will safe space for smaller values. // An exception to this rule for RTime32 is if the value will frequently be zero rather than set to an actual // time. // // Note: to make something a key field, list it like so: // optional uint32 account_id = 1 [ (key_field) = true ]; import "steammessages.proto"; import "base_gcmessages.proto"; enum ETFGCMsg { k_EMsgGCReportWarKill = 5001; //War kill tracking. No longer in use k_EMsgGCVoteKickBanPlayer = 5018; // client => GC k_EMsgGCVoteKickBanPlayerResult = 5019; // game server => GC k_EMsgGCKickPlayer_DEPRECATED = 5020; // GC => game server & client k_EMsgGCStartedTraining_DEPRECATED = 5021; // client => GC k_EMsgGCFreeTrial_ChooseMostHelpfulFriend = 5022; // client => GC k_EMsgGCRequestTF2Friends = 5023; // client => GC k_EMsgGCRequestTF2FriendsResponse = 5024; // GC => client k_EMsgGCReplay_SubmitContestEntry = 5026; // client => GC k_EMsgGCReplay_SubmitContestEntryResponse = 5027; // client => GC k_EMsgGCSaxxy_Awarded = 5029; // GC => client k_EMsgGCFreeTrial_ThankedBySomeone = 5028; // GC => client k_EMsgGCFreeTrial_ThankedSomeone = 5030; // GC => client k_EMsgGCFreeTrial_ConvertedToPremium = 5031; // GC => client k_EMsgGCMeetThePyroSilliness_BananaCraft_DEPRECATED = 5032; // GC => client (was part of the pre-Meet-the-Pyro silliness) k_EMsgGCMVMARG_HighFiveSuccessResponse_DEPRECATED = 5033; // GC => client (was part of the pre-MVM silliness) k_EMsgGCMVMARG_HighFiveOnClient_DEPRECATED = 5034; // client => GC (was part of the pre-MVM silliness) // Coaching k_EMsgGCCoaching_AddToCoaches = 5200; // client is requesting that they be added to a list of eligible coaches k_EMsgGCCoaching_AddToCoachesResponse = 5201; k_EMsgGCCoaching_RemoveFromCoaches = 5202; // client is requesting to be removed from list of eligible coaches k_EMsgGCCoaching_RemoveFromCoachesResponse =5203; // sent by GC to client k_EMsgGCCoaching_FindCoach = 5204; // sent by client to GC requesting a coach be found k_EMsgGCCoaching_FindCoachResponse = 5205; // sent by GC to client looking for a coach k_EMsgGCCoaching_AskCoach = 5206; // sent by GC to coach asking if they want to coach a student k_EMsgGCCoaching_AskCoachResponse = 5207; // (coach) client's response to whether they want to coach the found student k_EMsgGCCoaching_CoachJoinGame = 5208; // sent by GC to (coach) client to tell them to join the server k_EMsgGCCoaching_CoachJoining = 5209; // sent by GC to game session to tell them who is going to coach whom k_EMsgGCCoaching_CoachJoined = 5210; // sent by GC to game server letting them know a coach has joined k_EMsgGCCoaching_LikeCurrentCoach = 5211; // sent by (student) client to GC to indicate that they like their coach k_EMsgGCCoaching_RemoveCurrentCoach = 5212; // sent by (student) client to GC to indicate that they want to get rid of their coach, and eventually to game server k_EMsgGCCoaching_AlreadyRatedCoach = 5213; // sent by GC to (student) client // mini-games: // duel k_EMsgGC_Duel_Request = 5500; // GC => target (all clients?) k_EMsgGC_Duel_Response = 5501; // challenged client => GC and GC => all clients k_EMsgGC_Duel_Results = 5502; // gameserver => GC k_EMsgGC_Duel_Status = 5503; // GC => client // halloween (deprecated GCMsg types) k_EMsgGC_Halloween_ReservedItem_DEPRECATED = 5600; // GC => clients k_EMsgGC_Halloween_GrantItem_DEPRECATED = 5601; // client(s) => GC k_EMsgGC_Halloween_GrantItemResponse_DEPRECATED = 5604; // GC => client(s) k_EMsgGC_Halloween_Cheat_QueryResponse_DEPRECATED = 5605; // clients => GC k_EMsgGC_Halloween_ItemClaimed_DEPRECATED = 5606; // GC => clients // Halloween (new CProtoBufMsg types) k_EMsgGC_Halloween_ReservedItem = 5607; // GC => clients k_EMsgGC_Halloween_GrantItem = 5608; // client(s) => GC k_EMsgGC_Halloween_GrantItemResponse = 5609; // GC => client(s) k_EMsgGC_Halloween_Cheat_QueryResponse_DEPRECATED_2 = 5610; // clients => GC k_EMsgGC_Halloween_ItemClaimed_DEPRECATED_2 = 5611; // GC => clients k_EMsgGC_Halloween_ServerBossEvent = 5612; // server => GC k_EMsgGC_Halloween_Merasmus2012 = 5613; // server => GC k_EMsgGC_Halloween_UpdateMerasmusLootLevel = 5614; // Client => GC // Game Server stuff k_EMsgGC_GameServer_LevelInfo = 5700; // game server => GC k_EMsgGC_GameServer_AuthChallenge = 5701; // GC => game server k_EMsgGC_GameServer_AuthChallengeResponse = 5702; // game server => GC k_EMsgGC_GameServer_CreateIdentity = 5703; // client => GC k_EMsgGC_GameServer_CreateIdentityResponse =5704; // GC => client k_EMsgGC_GameServer_List = 5705; // client => GC k_EMsgGC_GameServer_ListResponse = 5706; // GC => client k_EMsgGC_GameServer_AuthResult = 5707; // GC => client k_EMsgGC_GameServer_ResetIdentity = 5708; // GC => client k_EMsgGC_GameServer_ResetIdentityResponse = 5709; // GC => client // Game-server-modifying client items k_EMsgGC_Client_UseServerModificationItem = 5710; // client => GC k_EMsgGC_Client_UseServerModificationItem_Response = 5711; // GC => client k_EMsgGC_GameServer_UseServerModificationItem = 5712; // GC => game server k_EMsgGC_GameServer_UseServerModificationItem_Response = 5713; // game server => GC k_EMsgGC_GameServer_ServerModificationItemExpired = 5714; // game server => GC k_EMsgGC_GameServer_ModificationItemState = 5715; // GC => game server k_EMsgGC_GameServer_AckPolicy = 5716; // client => GC k_EMsgGC_GameServer_AckPolicyResponse = 5717; // GC => client // Quickplay k_EMsgGC_QP_ScoreServers = 5800; // client => GC k_EMsgGC_QP_ScoreServersResponse = 5801; // client => GC k_EMsgGC_QP_PlayerJoining = 5802; // GC => server // Cheat challenge (deperecated GCMsg types) k_EMsgGC_PickupItemEligibility_Query_DEPRECATED = 6000; // GC => clients // Cheat challenge (new CProtoBufMsg types) k_EMsgGC_PickupItemEligibility_Query_DEPRECATED_2 = 6001; // GC => clients // Leveling Weapons k_EMsgGC_IncrementKillCountAttribute_DEPRECATED = 6100; // client => GC (a player killed) (deprecated: moved to econ) k_EMsgGC_IncrementKillCountResponse_DEPRECATED = 6101; // GC => client (deprecated: moved to econ) // // Coop matchmaking // //k_EMsgGCGameMatchSignOut= 6204; //k_EMsgGCGameMatchSignOutResponse = 6205; //k_EMsgGCJoinChatChannel = 6209; //k_EMsgGCJoinChatChannelResponse = 6210; //k_EMsgGCLeaveChatChannel = 6211; //k_EMsgGCChatMessage = 6212; //k_EMsgGCOtherJoinedChannel = 6213; //k_EMsgGCOtherLeftChannel = 6214; k_EMsgGCCreateOrUpdateParty = 6233; // sent from party leader to GC to create party, and/or start/stop the search //k_EMsgGCConnectedPlayers = 6234; k_EMsgGCAbandonCurrentGame = 6235; //k_EMsgGCStopFindingMatch = 6236; k_EMsgForceSOCacheResend = 6237; k_EMsgGCRequestChatChannelList = 6260; k_EMsgGCRequestChatChannelListResponse = 6261; k_EMsgGCReadyUp = 6270; // sent to acknowledge lobby readiness k_EMsgGCKickedFromMatchmakingQueue = 6271; // player has been removed from the matchmaking queue (for not readying up) k_EMsgGCLeaverDetected = 6272; // sent from server to GC when a player has been AFK/disconnected too long k_EMsgGCLeaverDetectedResponse = 6287; // Removed // k_EMsgGCPlayerFailedToConnect = 6288; // Response message added later as 6520 below k_EMsgGCExitMatchmaking = 6289; //k_EMsgGCAdjustMatchSearchCriteria = 6290; k_EMsgGCAcceptInvite = 6291; k_EMsgGCAcceptInviteResponse = 6292; k_EMsgGCMatchmakingProgress = 6293; k_EMsgGCMvMVictoryInfo = 6294; k_EMsgGCGameServerMatchmakingStatus = 6295; k_EMsgGCCreateOrUpdatePartyReply = 6296; // GC -> client, to acknowledge party change request k_EMsgGCMvMVictory = 6297; // game server -> GC, report MvM Victory k_EMsgGCMvMVictoryReply = 6298; // GC -> game server, acknowledge of recieving MvM Victory k_EMsgGCGameServerKickingLobby = 6299; // Game server is finished running match, please destroy lobby. // Reply message added later as 6521 k_EMsgGCLeaveGameAndPrepareToJoinParty = 6300; // GC -> client. Disconnect from the server and go to the lobby UI; I'm putting you in a party // Deprecated, see PlayerAbandonedMatch // k_EMsgGCRemovePlayerFromLobby = 6301; // Game server wants this player removed from the lobby. // Response added later as 6514 below // Deprecated // k_EMsgGCSetLobbySafeToLeave = 6302; // Game server indicates that all players in the lobby are safe to leave k_EMsgGC_UpdatePeriodicEvent = 6400; // game server => GC k_EMsgGC_DuckLeaderboard_IndividualUpdate = 6401; // Client -> GC k_EMsgGC_Client2GCEconPreviewDataBlockRequest = 6402; k_EMsgGC_Client2GCEconPreviewDataBlockResponse = 6403; k_EMsgGC_ClientVerificationChallenge = 6500; // GC -> client k_EMsgGC_ClientVerificationChallengeResponse = 6501; // client -> GC k_EMsgGC_ClientVerificationVerboseResponse = 6502; // client -> GC k_EMsgGC_ClientSetItemSlotAttribute = 6503; // client -> GC // k_EMsgGC_PlayerSkillRating_Adjustment = 6504; // game server -> GC k_EMsgGC_War_IndividualUpdate = 6505; // game server -> GC k_EMsgGC_War_JoinWar = 6506; // client -> GC k_EMsgGC_War_RequestGlobalStats = 6507; // client -> GC k_EMsgGC_War_GlobalStatsResponse = 6508; // GC -> client k_EMsgGC_WorldItemPlacement_Attribute = 6510; // k_EMsgGC_WorldItemPlacement_Update = 6511; // client -> GC k_EMsgGC_Match_Result = 6512; // game server -> GC. Response message added later as 6520 below k_EMsgGCVoteKickPlayerRequest = 6513; // game server -> GC k_EMsgGCVoteKickPlayerRequestResponse = 6514; // GC -> game server k_EMsgGC_DailyCompetitiveStatsRollup = 6516; // game server -> GC k_EMsgGC_DailyCompetitiveStatsRollup_Response = 6517; // GC -> game server k_EMsgGC_WorldStatusBroadcast = 6518; // GC -> client k_EMsgGC_ReportPlayer = 6519; // client -> GC k_EMsgGC_Match_ResultResponse = 6520; // GC -> game server. Response message for 6512 above k_EMsgGCGameServerKickingLobbyResponse = 6521; // GC -> game server. Response message for 6299 above k_EMsgGCPlayerLeftMatch = 6522; // game server -> GC, a player left this match k_EMsgGCPlayerLeftMatchResponse = 6523; // GC -> game server. Response message for above k_EMsgGCRequestMatchMakerStats = 6524; // Client -> GC. Request for the below message k_EMsgGCMatchMakerStatsResponse = 6525; // GC -> Client. Response to above message k_EMsgGCMatchHistoryLoad = 6526; // Client -> GC. k_EMsgGC_AcknowledgeXP = 6527; // Client -> GC. Acknowledge pending XP k_EMsgGCDataCenterPing_Update = 6528; // client -> GC. k_EMsgGC_NotificationAcknowledge = 6529; // Client -> GC. Acknowledge notifications k_EMsgGC_NotificationAcknowledgeReply = 6530; // GC -> Client. Let client know if we've received the acknowledgement k_EMsgGC_KickPlayerFromLobby = 6531; // GC -> game server. Tell the server to kick a player // Rematch is deprecated by NewMatchForLobby stuff // k_EMsgGC_RematchRequest = 6532; // game server -> GC. Request a rematch // k_EMsgGC_RematchRequestResponse = 6533; // GC -> game server k_EMsgGC_SurveyQuestionRequest = 6534; // GC -> Client. Ask the client to fill out a survey k_EMsgGC_SurveyQuestionResponse = 6535; // Client -> GC. Client response to the request k_EMsgGC_TFClientInit = 6536; // Client -> GC. Clients send this in response to // ClientWelcome with initial data such as language and // version. k_EMsgGC_NewMatchForLobbyRequest = 6537; // Game server -> GC. k_EMsgGC_NewMatchForLobbyResponse = 6538; // GC -> Game server k_EMsgGC_ChangeMatchPlayerTeamsRequest = 6539; // Game server -> GC. k_EMsgGC_ChangeMatchPlayerTeamsResponse = 6540; // GC -> Game server k_EMsgGCPlayerVoteKickedAfterLeavingMatch = 6551; // game server -> GC, a player was votekicked after they left a match k_EMsgGCPlayerVoteKickedAfterLeavingMatchResponse = 6552; // GC -> game server. Response message for above // Development only messages k_EMsgGCDev_GrantWarKill = 10001; //War kill tracking. No longer in use }; // // k_EMsgGCTFGoldenWrenchBroadcast // message CMsgTFGoldenWrenchBroadcast { optional int32 wrench_number = 1; // number of the deleted wrench optional bool deleted = 2; // true if the wrench was deleted optional string user_name = 3; // name of the user who deleted the wrench }; // // k_EMsgGCTFSaxxyBroadcast // message CMsgTFSaxxyBroadcast { optional int32 category_number = 1; // number of the deleted wrench optional string user_name = 2; // name of the user who deleted the wrench }; // // k_EMsgGCTFSpecificItemBroadcast // message CMsgGCTFSpecificItemBroadcast { optional uint32 item_def_index = 1; optional bool was_destruction = 2; // true if this item was destroyed, false if a new one was created optional string user_name = 3; // name of the user who deleted the wrench }; // // k_EMsgGC_WorldStatusBroadcast // // This is the global heartbeat the GC sends to clients periodically. It should only contain live data that clients need // to always be aware of, such as used on the global menu or to control global client state. // // I am obliged to mention, due to a certain email thread, that once TF is making better use of its WebAPI, this would // be better served as a GetWorldStatus call clients can scrape, to take full advantage of caching and so on. // Fletcher bloviated on this fact. // // !! Consider updating ITFGlobalStatus::GetWorldStatus when you change this message CMsgTFWorldStatus { optional bool beta_stress_test_event_active = 1 [ default = false ]; }; // // CTFDuelSummary // message CSOTFDuelSummary { optional uint32 account_id = 1 [ (key_field) = true ]; optional uint32 duel_wins = 2; optional uint32 duel_losses = 3; optional uint32 last_duel_account_id = 4; optional uint32 last_duel_timestamp = 5; optional uint32 last_duel_status = 6; }; // // CTFMapContribution // message CSOTFMapContribution { optional uint32 account_id = 1 [ (key_field) = true ]; optional uint32 def_index = 2 [ (key_field) = true ]; optional uint32 contribution_level = 3; }; // // CMsgTFVoteKickBanPlayer // message CMsgTFVoteKickBanPlayer { optional uint32 account_id_subject = 1; optional uint32 kick_reason = 2; }; // // CMsgTFVoteKickBanPlayerResult // message CMsgTFVoteKickBanPlayerResult { optional uint32 account_id_initiator = 1; optional uint32 account_id_subject = 2; optional uint32 kick_reason = 3; optional bool kick_successful = 4; optional uint32 num_yes_votes = 5; optional uint32 num_no_votes = 6; optional uint32 num_possible_votes = 7; }; // // CMsgTFFreeTrialChooseMostHelpfulFriend // message CMsgTFFreeTrialChooseMostHelpfulFriend { optional uint32 account_id_friend = 1; }; // // CMsgTFRequestTF2Friends // message CMsgTFRequestTF2Friends { repeated uint32 account_ids = 1; }; // // CMsgTFRequestTF2FriendsResponse // message CMsgTFRequestTF2FriendsResponse { repeated uint32 account_ids = 1; }; // // CSOTFPlayerInfo // message CSOTFPlayerInfo { optional uint32 num_new_users_helped = 1; // optional bool trial_account = 2 [ default = false ]; // DEPRECATED }; // // k_EMsgGCFreeTrial_ThankedBySomeone // message CMsgTFThankedBySomeone { optional uint64 thanker_steam_id = 1; }; // // k_EMsgGCFreeTrial_ThankedSomeone // message CMsgTFThankedSomeone { }; // // k_EMsgGCFreeTrial_ConvertedToPremium // message CMsgTFFreeTrialConvertedToPremium { }; // k_EMsgGCSaxxy_Awarded message CMsgSaxxyAwarded { optional uint32 category = 1; repeated string winner_names = 2; }; // // CMsgReplaySubmitContestEntry // message CMsgReplaySubmitContestEntry { optional string youtube_url = 1; optional uint32 category = 2; }; // // CMsgReplaySubmitContestEntryResponse // message CMsgReplaySubmitContestEntryResponse { optional bool success = 1; }; // // CReplayCachedContestData // Tom Bui: stored in memcached by account id // message CReplayCachedContestData { optional fixed32 timestamp = 1; optional uint32 num_votes_last_day = 2; repeated uint32 video_entry_ids = 3; optional uint32 num_flags_last_day = 4; }; //============================================================================= // Coaching // k_EMsgGCCoaching_AddToCoaches message CMsgTFCoaching_AddToCoaches { }; // k_EMsgGCCoaching_RemoveFromCoaches message CMsgTFCoaching_RemoveFromCoaches { }; // k_EMsgGCCoaching_FindCoach message CMsgTFCoaching_FindCoach { optional uint32 account_id_friend_as_coach = 1; // @todo fill with criteria to match coach? }; // k_EMsgGCCoaching_FindCoachResponse message CMsgTFCoaching_FindCoachResponse { optional bool found_coach = 1; optional uint32 num_likes = 2; optional string coach_name = 3; }; // k_EMsgGCCoaching_AskCoach message CMsgTFCoaching_AskCoach { optional uint32 account_id_student = 1; optional bool student_is_friend = 2; }; // k_EMsgGCCoaching_AskCoachResponse message CMsgTFCoaching_AskCoachResponse { optional bool accept_coaching_assignment = 1; }; // k_EMsgGCCoaching_CoachJoinGame message CMsgTFCoaching_CoachJoinGame { optional bool join_game = 1; optional uint32 server_address = 2; optional uint32 server_port = 3; optional uint32 account_id_student = 4; }; // k_EMsgGCCoaching_CoachJoining message CMsgTFCoaching_CoachJoining { optional uint32 account_id_coach = 1; optional uint32 account_id_student = 2; }; // k_EMsgGCCoaching_CoachJoined message CMsgTFCoaching_CoachJoined { optional uint32 account_id_coach = 1; }; // k_EMsgGCCoaching_LikeCurrentCoach message CMsgTFCoaching_LikeCurrentCoach { optional bool like_coach = 1; }; // k_EMsgGCCoaching_RemoveCurrentCoach message CMsgTFCoaching_RemoveCurrentCoach { optional uint32 account_id_coach = 1; }; // End Coaching //============================================================================= //============================================================================= // Quickplay // k_EMsgGC_QP_ScoreServers message CMsgTFQuickplay_ScoreServers { message ServerInfo { optional uint32 server_address = 1; optional uint32 server_port = 2; optional uint32 num_users = 3; // number of users the server is reporting to us optional uint64 steam_id = 4; optional uint32 max_users = 5; // max number of users the server reported optional float user_score = 6; // what the client scored the server based on ping, preferences, etc }; repeated ServerInfo servers = 1; // a list of servers }; // k_EMsgGC_QP_ScoreServersResponse message CMsgTFQuickplay_ScoreServersResponse { message ServerInfo { optional uint32 server_address = 1; optional uint32 server_port = 2; optional float total_score = 3; optional uint64 steam_id = 4; optional uint32 options_score = 5; }; repeated ServerInfo servers = 1; // list of servers }; // k_EMsgGC_QP_PlayerJoining message CMsgTFQuickplay_PlayerJoining { optional uint32 account_id = 1; }; // End Quickplay //============================================================================= //============================================================================= // GameServer Auth // k_EMsgGC_GameServer_LevelInfo message CMsgGC_GameServer_LevelInfo { optional bool level_loaded = 1; optional string level_name = 2; }; // k_EMsgGC_GameServer_AuthChallenge message CMsgGC_GameServer_AuthChallenge { // challenge string to be md5 hashed optional string challenge_string = 1; }; // k_EMsgGC_GameServer_AuthResult message CMsgGC_GameServer_AuthResult { optional bool authenticated = 1; optional int32 game_server_standing = 2; optional int32 game_server_standing_trend = 3; optional bool is_valve_server = 4; optional string message = 5; // error message to explain failure or success. }; // k_EMsgGC_GameServer_AuthChallengeResponse message CMsgGC_GameServer_AuthChallengeResponse { optional uint32 game_server_account_id = 1; optional bytes hashed_challenge_string = 2; }; // k_EMsgGC_GameServer_CreateIdentity message CMsgGC_GameServer_CreateIdentity { optional uint32 account_id = 1; }; // k_EMsgGC_GameServer_CreateIdentityResponse message CMsgGC_GameServer_CreateIdentityResponse { optional bool account_created = 1; optional uint32 game_server_account_id = 2; optional string game_server_identity_token = 3; enum EStatus { kStatus_GenericFailure = 0; kStatus_TooMany = -1; kStatus_NoPrivs = -2; kStatus_Created = 1; }; optional EStatus status = 4; }; // k_EMsgGC_GameServer_List message CMsgGC_GameServer_List { optional uint32 account_id = 1; }; // k_EMsgGC_GameServer_ListResponse message CMsgGC_GameServer_ListResponse { message GameServerIdentity { optional uint32 game_server_account_id = 1; optional string game_server_identity_token = 2; optional int32 game_server_standing = 3; optional int32 game_server_standing_trend = 4; }; repeated GameServerIdentity owned_game_servers = 1; }; // k_EMsgGC_GameServer_ResetIdentity message CMsgGC_GameServer_ResetIdentity { optional uint32 game_server_account_id = 1; }; // k_EMsgGC_GameServer_ResetIdentityResponse message CMsgGC_GameServer_ResetIdentityResponse { optional bool game_server_identity_token_reset = 1; optional uint32 game_server_account_id = 2; optional string game_server_identity_token = 3; }; // k_EMsgGC_GameServer_AckPolicy message CMsgGC_GameServer_AckPolicy { }; // k_EMsgGC_GameServer_AckPolicyResponse message CMsgGC_GameServer_AckPolicyResponse { optional uint32 result = 1; optional string message = 2; }; // GameServer Auth //============================================================================= // k_EMsgGC_Client_UseServerModificationItem message CMsgGC_Client_UseServerModificationItem { optional uint64 item_id = 1; }; // k_EMsgGC_Client_UseServerModificationItem_Response message CMsgGC_Client_UseServerModificationItem_Response { enum EServerModificationItemResponse { kServerModificationItemResponse_AlreadyInUse = 1; kServerModificationItemResponse_NotOnAuthenticatedServer = 2; kServerModificationItemResponse_ServerReject = 3; kServerModificationItemResponse_InternalError = 4; kServerModificationItemResponse_EventAlreadyActive = 5; }; optional EServerModificationItemResponse response_code = 1; }; enum EServerModificationItemType { kGameServerModificationItem_Halloween = 1; }; // k_EMsgGC_GameServer_UseServerModificationItem message CMsgGC_GameServer_UseServerModificationItem { optional EServerModificationItemType modification_type = 1; }; // k_EMsgGC_GameServer_UseServerModificationItem_Response message CMsgGC_GameServer_UseServerModificationItem_Response { enum EServerModificationItemServerResponse { kServerModificationItemServerResponse_Accepted = 1; kServerModificationItemServerResponse_NoVoteCalled = 2; kServerModificationItemServerResponse_VoteFailed = 3; }; optional EServerModificationItemType modification_type = 1; optional EServerModificationItemServerResponse server_response_code = 2; }; // k_EMsgGC_GameServer_ServerModificationItemExpired message CMsgGC_GameServer_ServerModificationItemExpired { optional EServerModificationItemType modification_type = 1; }; // k_EMsgGC_GameServer_ModificationItemState message CMsgGC_GameServer_ServerModificationItem { optional EServerModificationItemType modification_type = 1; optional bool active = 2; }; // Halloween //============================================================================= // k_EMsgGC_Halloween_ReserveItem message CMsgGC_Halloween_ReservedItem { // position in the world where the item will spawn repeated float x = 1; repeated float y = 2; repeated float z = 3; // what type of package is this? where did it spawn? etc. optional uint32 spawn_meta_info = 7; }; // k_EMsgGC_Halloween_GrantItem message CMsgGC_Halloween_GrantItem { optional uint32 recipient_account_id = 1; optional uint32 level_id = 2; optional bool flagged = 3; // This is ambiguously named on purpose. It means flagged as a cheater (noclipper). Used for logging cheaters in the backend. }; // k_EMsgGC_Halloween_GrantItemResponse message CMsgGC_Halloween_GrantItemResponse { optional uint32 recipient_account_id = 1; }; // k_EMsgGC_Halloween_ItemClaimed message CMsgGC_Halloween_ItemClaimed { }; // PVS //============================================================================= // k_EMsgGC_PickupItemEligibility_Query message CMsgGC_PickupItemEligibility_Query { optional uint32 account_id = 1; optional uint32 seconds_ago = 2; // positive, how many seconds ago was the item claimed }; message CMsgGC_PickupItemEligibility_QueryResponse { optional uint32 account_id = 1; optional bool was_eligible = 2; optional uint32 level_id = 3; // we can't trust the level that the server reports as so we have clients vote }; // // CSOTFPartyMember // message CSOTFPartyMember { // optional fixed64 steamid = 1; // SteamID of player optional bool owns_ticket = 2; // Do they have a ticket in their inventory? optional uint32 completed_missions = 3; // Which missions have they completed (of the currently selected tour) optional uint32 badge_level = 4; // Level of their badge optional bool squad_surplus = 5; // Presenting voucher for the team to get "surplus" // optional float latitude = 6; // approxmimate world location of this player // optional float longitude = 7; optional bool is_banned = 8 [ default = false ]; // mark the player as banned for abandoning MannUp mode optional bool competitive_access = 9; // access to ranked ladder mode // These two no longer shared with clients in favor of competitive_beta_access flag // optional bool phone_verified = 10 [ default = false ]; // account is phone verified on Steam // optional bool two_factor_enabled = 11 [ default = false ]; // two-factor auth optional uint32 ladder_rank = 12; optional bool is_low_priority = 13 [ default = false ]; optional uint32 experience = 14; optional uint32 skillrating = 15 [ default = 10000 ]; }; enum TF_MatchmakingMode { TF_Matchmaking_INVALID = 0; // dummy sentinel value TF_Matchmaking_MVM = 1; TF_Matchmaking_LADDER = 2; TF_Matchmaking_CASUAL = 3; }; enum TF_Matchmaking_WizardStep { TF_Matchmaking_WizardStep_INVALID = 0; TF_Matchmaking_WizardStep_MVM_PLAY_FOR_BRAGGING_RIGHTS = 1; TF_Matchmaking_WizardStep_MVM_TOUR_OF_DUTY = 2; TF_Matchmaking_WizardStep_MVM_CHALLENGE = 3; TF_Matchmaking_WizardStep_SEARCHING = 4; TF_Matchmaking_WizardStep_LADDER = 5; TF_Matchmaking_WizardStep_CASUAL = 6; } // // Search criteria // message CMsgMatchSearchCriteria { optional TF_MatchmakingMode matchmaking_mode = 7; optional bool late_join_ok = 5; // Is my party willing to join late? optional uint32 custom_ping_tolerance = 13 [ default = 0 ]; // 0 == no custom tolerance // MvM options //LEGACY: optional string challenge = 4; // Requested pop file (empty string for "any") optional string mvm_mannup_tour = 10; // Selected Mann Up tour. (Mann UP only) repeated string mvm_missions = 9; // Pop files we are willing to play. NOTE: An empty list means "no change", it doesn't mean "none". We pass "invalid" to indicate an empty list optional bool play_for_bragging_rights = 6; // Are we going to play for bragging rights? If false, we are just playing for fun // Quickplay options optional uint32 quickplay_game_type = 8; // eQuickplayGameType // Ladder optional uint32 ladder_game_type = 11; // // Casual optional CMsgCasualMatchmakingSearchCriteria casual_criteria = 12; // Search criteria for casual games }; // // CMsgCasualMatchmakingSearchCriteria // message CMsgCasualMatchmakingSearchCriteria { repeated fixed32 selected_maps_bits = 3; // Bitfield of selected maps from the "master_maps_list" in _maps.txt } // // Message used for these purposes: // - Create a party to start matchmaking // - Update match search criteria or party properties // - Leave the queue, but keep the party intact // - Adjust whether a particular player in the lobby wants to cash in their squad surplus voucher message CMsgCreateOrUpdateParty { optional CMsgMatchSearchCriteria search_criteria = 1; //optional bool search_active = 2; optional fixed64 steam_lobby_id = 3; optional bool squad_surplus = 4; optional TF_Matchmaking_WizardStep wizard_step = 5; optional uint32 client_version = 6 [ default = 1225 ]; }; message CMsgCreateOrUpdatePartyReply { optional uint32 result = 1; // EResult code optional string message = 2; // Diagnostic optional TF_Matchmaking_WizardStep wizard_step = 3; // current wizard step } // // CSOTFParty // message CSOTFParty { optional uint64 party_id = 1 [ (key_field) = true ]; optional fixed64 leader_id = 2; repeated fixed64 member_ids = 3; repeated CSOTFPartyMember members = 13; // optional uint32 game_mode = 4; repeated fixed64 pending_invites = 5; optional uint64 associated_lobby_id = 35; enum State { UI = 0; FINDING_MATCH = 1; IN_MATCH = 2; AWAITING_RESERVATION_CONFIRMATION = 3; } optional State state = 6; optional TF_Matchmaking_WizardStep wizard_step = 29; optional uint32 started_matchmaking_time = 7; // optional uint32 searching_players = 8; // how many players are currently searching in the matchmaking system repeated uint32 searching_players_by_group = 10; // how many players are currently searching in the matchmaking system optional fixed64 steam_lobby_id = 27; // Steam lobby associated with this party // // Search criteria // optional TF_MatchmakingMode matchmaking_mode = 30; // high level search mode. optional bool search_late_join_ok = 23; // Is my party willing to join late? optional string search_mvm_mannup_tour = 32; // Selected Mann Up tour. (Mann UP only) repeated string search_mvm_missions = 31; // MvM: Pop files we are willing to play. list must not be empty, if we are in MvM mode! optional bool search_play_for_bragging_rights = 26; // Do we want to play for loot? optional uint32 search_quickplay_game_type = 28; // eQuickplayGameType optional uint32 search_ladder_game_type = 33; // optional CMsgCasualMatchmakingSearchCriteria search_casual = 34; optional uint32 custom_ping_tolerance = 36; // // Search status // // optional uint32 matching_players = 14; // how many players are currently matching us // optional float search_fraction = 15; // fraction of search range (expands over time) optional uint32 matchmaking_ban_time = 18; // party can't matchmake until this time optional uint32 matchmaking_ban_account_id = 19; // accountID of the player preventing matchmaking optional uint32 matchmaking_low_priority_time = 20; // if set, any official matchmaking mode will treat this party as low priority (superceded by prevent_match_until_date) }; // // CSOTFPartyInvite - sent from the GC to possible new party member // message CSOTFPartyInvite { message PartyMember { optional string name = 1; optional fixed64 steam_id = 2; optional uint32 avatar = 3; }; optional uint64 group_id = 1 [ (key_field) = true ]; optional fixed64 sender_id = 2; optional string sender_name = 3; repeated PartyMember members = 4; }; enum TF_GC_GameState { TF_GC_GAMESTATE_STATE_INIT = 0; TF_GC_GAMESTATE_WAIT_FOR_PLAYERS_TO_LOAD = 1; TF_GC_GAMESTATE_STRATEGY_TIME = 3; TF_GC_GAMESTATE_GAME_IN_PROGRESS = 5; TF_GC_GAMESTATE_POST_GAME = 6; TF_GC_GAMESTATE_DISCONNECT = 7; TF_GC_GAMESTATE_LAST = 8; // keep this as the last index } enum TF_GC_TEAM { TF_GC_TEAM_DEFENDERS = 0; // Mann (used as red in ladder games) TF_GC_TEAM_INVADERS = 1; // Machine (used as blue in ladder games) TF_GC_TEAM_BROADCASTER = 2; TF_GC_TEAM_SPECTATOR = 3; TF_GC_TEAM_PLAYER_POOL = 4; // players that haven't been assign to a team yet TF_GC_TEAM_NOTEAM = 5; } //enum TF_CM_PICK //{ // TF_CM_RANDOM = 0; // TF_CM_GOOD_GUYS = 1; // TF_CM_BAD_GUYS = 2; //} enum TFMatchLeaveReason { TFMatchLeaveReason_UNSPECIFIED = 0; // No idea TFMatchLeaveReason_VOTE_KICK = 1; // Vote kicked by teammates TFMatchLeaveReason_IDLE = 2; // Idle kick TFMatchLeaveReason_ADMIN_KICK = 3; // Admin kick TFMatchLeaveReason_AWOL = 4; // Player left the match and did not return in time TFMatchLeaveReason_NO_SHOW = 5; // Player never showed up TFMatchLeaveReason_GC_REMOVED = 6; // Dropped via GC (e.g. refused to rejoin, removed themselves from the lobby, but wasn't clear to leave) }; enum TFLobbyReadyState { TFLobbyReadyState_UNDECLARED = 0; TFLobbyReadyState_ACCEPTED = 1; TFLobbyReadyState_DECLINED = 2; } //enum TFBotDifficulty //{ // BOT_DIFFICULTY_EASY = 0; // BOT_DIFFICULTY_MEDIUM = 1; // BOT_DIFFICULTY_HARD = 2; // BOT_DIFFICULTY_UNFAIR = 3; //}; // //enum TFGameVersion //{ // GAME_VERSION_CURRENT = 0; // GAME_VERSION_STABLE = 1; //}; // // CTFLobbyMember // message CTFLobbyMember { enum ConnectState { INVALID = 0; // Dummy / sentinel value used for debugging RESERVATION_PENDING = 1; // GC is telling gameserver it wants to add a player, and is asking gameserver to acknowledge RESERVED = 2; // Gameserver has acknowledged reservation CONNECTED = 3; // Is currently connected (and joined through matchmaking) //CONNECTED_AD_HOC = 4; // Connected ad-hoc. DISCONNECTED = 5; // Connected at somepoint via match making but is no longer connected }; optional fixed64 id = 1 [ (key_field) = true ]; optional TF_GC_TEAM team = 3; // optional bool connected_to_game_server = 4; optional ConnectState connect_state = 13; optional string name = 6; // Deprecated, not used by clients or servers, moved to memcache object // optional float latitude = 8; // approxmimate world location of this player // optional float longitude = 9; // optional bool ready = 10; // Is this player ready optional TFLobbyReadyState ready_state = 11; optional uint64 party_id = 12; optional bool squad_surplus = 14; optional uint32 badge_level = 15; optional uint32 skillrating = 16 [ default = 10000 ]; optional uint32 last_connect_time = 17; // last time player was online // Deprecated, abandons are handled by the gameserver match management logic now // optional bool quitting_results_in_penalty = 18; // If true, then if the player quits, it wil result in a penalty of some sort. }; // // CTFLobbyGCPrivate // // Data stored in the lobby object that is private to the GC // it will not be networked to clients // //message CTFLobbyGCPrivate //{ // optional string search_key = 1; // key used to find servers, optional // optional string pass_key = 2; // key used to find lobbies, optional //} /// cosmetic details for radiant/dire //message CLobbyTeamDetails //{ // optional string team_name = 1; // optional string team_logo = 2; //} // pending player report that is waiting for a matchID message CLobbyPendingPlayerReport { optional uint32 account_id = 1; optional fixed32 date = 2; } // // Match sign out message (deprecated) // // message CMsgGameMatchSignOut // { // // Team definition // message CTeam // { // // Player on a team // message CPlayer // { // optional fixed64 account_id = 1; // optional uint32 fake_client_id = 2; // optional uint32 hero_id = 3; // repeated uint32 items = 4; // optional uint32 gold = 5; // optional uint32 kills = 6; // optional uint32 deaths = 7; // optional uint32 assists = 8; // optional uint32 leaver_status = 9; // optional uint32 last_hits = 10; // optional uint32 denies = 11; // optional uint32 gold_per_min = 12; // optional uint32 xp_per_minute = 13; // optional uint32 gold_spent = 14; // optional uint32 level = 15; // optional uint32 hero_damage = 16; // optional uint32 tower_damage = 17; // optional uint32 hero_healing = 18; // optional uint32 time_last_seen = 19; // optional uint32 support_ability_value = 20; // optional uint64 party_id = 21; // optional bool idle_in_fountain = 22; // optional bool logged_in_elsewhere = 23; // optional float scaled_kills = 24; // optional float scaled_deaths = 25; // optional float scaled_assists = 26; // }; // // repeated CPlayer players = 1; // } // // optional uint64 match_id = 1 [ (key_field) = true ]; // optional uint32 duration = 2; // optional bool good_guys_win = 3; // optional fixed32 date = 4; // repeated uint32 num_players = 5; // Number of players per-team // repeated CTeam teams = 6; // Two teams per match // optional string computer_name = 7; // Which computer submitted stats // repeated uint32 tower_status = 8; // Which towers were destroyed per-team // repeated uint32 barracks_status = 9; // Which barracks were destroyed per-team // optional uint32 cluster = 10; // sv_cluster setting, this is the data center cluster the game was played on // optional string server_addr = 11; // string representing the server address // optional uint32 first_blood_time = 12; // optional float game_balance = 13; // average team balance over the game - 0.0 = completely balanced 1.0 = complete imbalance (should be impossible) // }; // // CSOTFGameServerLobby // message CSOTFGameServerLobby { optional uint64 lobby_id = 1 [ (key_field) = true ]; repeated CTFLobbyMember members = 2; // members assigned to this lobby // Moved to GC-only CTFMemcachedLobby // repeated CTFLobbyMember left_members = 7; // members who purposefully quit the lobby (declined the rejoin request or clicked the 'finish game' button at game end) optional fixed64 leader_id = 11; optional fixed64 server_id = 6 [default = 0 ]; // game server assigned to this lobby //optional uint32 game_mode = 3; repeated fixed64 pending_invites = 10; enum State { UNKNOWN = 0; // Broken/bad lobby state. Lobbies can be in this state if we go down and restore from // memcache during their setup, for instance SERVERSETUP = 1; // selecting a server and getting it ready RUN = 2; // server is ready, connect to it and play! // POSTGAME = 3; // game is over, server is uploading stats, will signal when its free // READYUP = 4; // waiting for all players to ready up // NOTREADY = 5; // lobby wasn't ready // SERVERASSIGN = 6; // selecting a server for a MATCH lobby, occurs before ready up } optional State state = 4 [ default = UNKNOWN ]; optional string connect = 5; // connect string usually something like "ip:port", only valid during state RUN //REMOVED optional string search_key = 8 [ (hidden) = true ]; // key used to find servers, optional // optional CTFLobbyGCPrivate gc_private = 9 [ (hidden) = true ]; // private lobby data on the GC not sent to clients or servers enum LobbyType { INVALID = -1; MATCH = 0; // lobby was created by the matchmaking system PRACTICE = 1; // practice lobby with members chosen by the players TOURNAMENT = 2; // special type of practice lobby where we record stats and only allow tournament flagged players in TUTORIAL = 3; } optional LobbyType lobby_type = 12; optional bool allow_cheats = 13; //optional bool fill_with_bots = 14; //optional bool intro_mode = 15; optional string game_name = 16; // practice/tournament lobbies can have custom game names (shown in the Watch tab, etc.) //repeated CLobbyTeamDetails team_details = 17; // cosmetic details for radiant/dire //optional uint32 tutorial_lesson = 18; // tutorial lobbies set the lesson to start on //optional uint32 tournament_id = 19; // If this is a tournament game, which tournament //optional uint32 tournament_game_id = 20;// If this is a tournament game, which game in the tournament optional uint32 server_region = 21 [ default = 0 ]; // region to use for the server, 0 means automatic using geo location avg distance optional TF_GC_GameState game_state = 22; // This isn't set by the lobby, but is networked up from the gameserver when it changes // hidden since we don't need to network to clients, they get it via packet entities optional uint32 num_spectators = 23; // sent up from the game server //optional uint32 tower_state = 24; // bitfield describing destroyed state of the towers in the map //optional uint32 matchgroup = 25; // DEPRECATED. No longer used. Use match_group below instead. optional float readyup_remaining_time = 26; // remaining time left in READYUP in seconds // DEPRECATED, handled by gameserver management logic now // optional bool leaver_detected = 27; // if set, a player has been detected as a leaver. other players can safely abandon without getting a leaver count //optional TF_CM_PICK cm_pick = 28 [ default = TF_CM_RANDOM ]; // which team gets to pick first in CM mode // repeated CLobbyPendingPlayerReport pending_player_reports = 29 [ (hidden) = true ]; // player feedback reports that are waiting for this lobby's matchID (assigned on match signout) optional bool allow_spectating = 31 [ default = true ]; // option for practice games to allow them to show up on the spectator list optional uint32 average_rank = 32; // average rank of the players (skillrating in TF) optional fixed64 load_game_lobby_id = 33; // if set, the server will try to load a match lobby/save number optional uint32 load_game_save_number = 34; //optional TFBotDifficulty bot_difficulty = 36 [ default = BOT_DIFFICULTY_MEDIUM ]; //optional TFGameVersion game_version = 37 [ default = GAME_VERSION_CURRENT ]; optional string mannup_tour_name = 42; // MvM tour we're playing for bragging rights. (Should not be set if not playing for bragging rights.) optional string map_name = 38; // Map we're currently playing optional string mission_name = 39; // Challenge we're currently playing optional uint32 match_group = 41; optional uint64 match_id = 30 [ default = 0 ]; // if this lobby has signed out, this is its matchID optional fixed32 replay_salt = 35; // if this lobby has signed out, this is its replay salt optional uint32 formed_time = 36; // timestamp of when we created this lobby optional uint32 flags = 43; // general bitfield (see tf_matchmaking_shared.h for flags, e.g. LOBBY_FLAG_LOWPRIORITY) optional bool late_join_eligible = 44; // If this lobby is entered into the late join system // What the proper-size of this match should be, passed from the GC so it doesn't need to be hard-coded on clients // per match group. // Should be set at match creation time if applicable, but may not be present. optional uint32 fixed_match_size = 45; enum WarMatch { NOPE = 0; INVADERS_ARE_PYRO = 1; INVADERS_ARE_HEAVY = 2; }; optional WarMatch is_war_match = 46 [ default = NOPE ]; repeated uint32 next_maps_for_vote = 47; // When certain actions are taken on the lobby, this is incremented, to determine if server heartbeats are aware of // the most recent version. optional uint32 lobby_mm_version = 48; }; message CMsgExitMatchmaking { // This parameter guards a race condition where we ask to leave in parallel with a match being assigned. optional bool explicit_abandon = 1; // These are an additional guard against the same race condition optional uint64 party_id = 2; optional uint64 lobby_id = 3; }; message CMsgAcceptInvite { optional uint64 party_id = 1; optional fixed64 steamid_lobby = 2; optional uint32 client_version = 3 [ default = 1225 ]; }; message CMsgAcceptInviteResponse { optional int32 result_code = 1; }; // // CMsgReadyUp - sent to acknowledge lobby readiness // message CMsgReadyUp { optional TFLobbyReadyState state = 1; }; // request how many people are searching in each matchgroup message CMsgMatchmakingSearchCountRequest { }; message CMsgMatchmakingSearchCountResponse { repeated uint32 searching_players_by_group = 1; }; message CMsgKickedFromMatchmakingQueue { }; // Deprecated // message CMsgTFPlayerFailedToConnect // { // repeated fixed64 failed_loaders = 1; // }; //// game client wants to abandon his current game (be removed from the lobby) //message CMsgAbandonCurrentGame //{ //}; //// sent from server to GC when a player has been AFK/disconnected too long //message CMsgLeaverDetected //{ // optional fixed64 steam_id = 1; // optional uint32 leaver_status = 2; // TFLeaverStatus_t //}; // //message CMsgLeaverDetectedResponse //{ // optional uint32 result = 1; //}; // GC Chat // for identifying special channel types enum ChatChannelType_t { ChatChannelType_Regional = 0; ChatChannelType_Custom = 1; ChatChannelType_Party = 2; ChatChannelType_Lobby = 3; }; message CMsgTFJoinChatChannel { optional string persona_name = 1; optional string channel_name = 2; optional string password = 3; optional ChatChannelType_t channel_type = 4; }; message CMsgTFLeaveChatChannel { optional string channel_name = 1; }; message CMsgTFJoinChatChannelResponse { message ChatMember { optional fixed64 steam_id = 1; optional string persona_name = 2; }; optional uint32 response = 1; optional string channel_name = 2; optional fixed64 channel_id = 3; optional uint32 max_members = 4; repeated ChatMember members = 5; }; message CMsgTFOtherJoinedChatChannel { optional fixed64 channel_id = 1; optional string persona_name = 2; optional fixed64 steam_id = 3; }; message CMsgTFOtherLeftChatChannel { optional fixed64 channel_id = 1; optional fixed64 steam_id = 2; }; message CMsgTFRequestDefaultChatChannel { }; message CMsgTFRequestDefaultChatChannelResponse { optional string channel_name = 1; optional fixed64 channel_id = 2; }; message CMsgTFRequestChatChannelList { }; message CMsgTFRequestChatChannelListResponse { message ChatChannel { optional string channel_name = 1; optional uint32 num_members = 2; optional ChatChannelType_t channel_type = 3; } repeated ChatChannel channels = 1; }; enum ServerMatchmakingState { ServerMatchmakingState_INVALID = 0; // Dummy value used for sentinel / debugging ServerMatchmakingState_NOT_PARTICIPATING = 1; ServerMatchmakingState_EMPTY = 2; // Running a matchmaking match, have room for late joiners ServerMatchmakingState_ACTIVE_MATCH_REQUESTING_LATE_JOIN = 3; // Running a matchmaking match ServerMatchmakingState_ACTIVE_MATCH = 4; }; // // CMsgGameServerMatchmakingStatus - server status and connected players // message CMsgGameServerMatchmakingStatus { optional uint32 server_version = 16 [ default = 1225 ]; optional ServerMatchmakingState matchmaking_state = 1 [ default = ServerMatchmakingState_INVALID ]; optional TF_MatchmakingMode matchmaking_mode = 2; // Which pool do we want to be in? optional string map = 3; // Current map optional string tags = 4; // Current tags optional uint32 bot_count = 5; // Number of bots optional uint32 num_spectators = 6; optional uint32 max_players = 7; // Advertised max number of players optional uint32 slots_free = 8; // Biggest possible lobby we could accept right now optional uint32 server_region = 9; // Region value that matches regions.txt in the GC optional float server_loadavg = 10; // current load average optional bool server_trusted = 11; // server requests to be put into the trusted pool optional bool server_dedicated = 12; // Is this a dedicated server? (As opposed to a listen server) optional uint32 strict = 17; // Current value of tf_mm_strict enum PlayerConnectState { INVALID = 0; // Dummy / sentinel value used for debugging CONNECTED = 1; // Is currently connected RESERVED = 2; // I have a reservation ready for this guy and am acknowledging that you are expecting him }; message Player { optional fixed64 steam_id = 1; optional PlayerConnectState connect_state = 2; } repeated Player players = 13; optional TF_GC_GameState game_state = 14; // // Particular event that prompted us to send this message, if any // enum Event { None = 0; MvMVictory = 1; MvMDefeat = 2; AcknowledgePlayers = 3; }; optional Event event = 15 [ default = None ]; // MvM metrics, possibly interesting for quality adjustments optional uint32 mvm_wave = 18; // Current MvM wave number optional uint32 mvm_credits_acquired = 19; // Cash collected optional uint32 mvm_credits_dropped = 20; // Cash failed to collect and lost // optional uint32 skillrating_force_average = 21; // Servers can force their skillrating average // optional uint32 ladder_game_type = 22; optional sint32 match_group = 23 [ default = -1 ]; // The current match group. -1 if none. Type sint since it'll be negative often // Echo the last lobby version back with our heartbeat. GC uses this to reason about the last update we had a chance // to respond to. optional uint32 lobby_mm_version = 24; }; //// //// CMsgPingListRequest - GC is requesting client to ping some game servers //// //message CMsgPingListRequest //{ // // message Address // { // required fixed32 ip = 1; // required uint32 port = 2; // }; // // optional uint32 server_pool = 1; // which pool do these servers belong to? // repeated Address servers = 2; //}; // //// //// CMsgPingListResponse - Client replies with list of servers //// //message CMsgPingListResponse //{ // // message Server // { // required fixed32 ip = 1; // required uint32 port = 2; // required uint32 ping_ms = 3; // ping time, in MS // }; // // optional uint32 server_pool = 1; // which pool do these servers belong to? // repeated Server servers = 2; //}; // // k_EMsgGCMatchmakingProgress // Server is sending party estimate of wait times, etc // message CMsgMatchmakingProgress { optional uint32 avg_wait_time_new = 4; // Average wait time for a new game for people with similar search criteria optional uint32 avg_wait_time_join_late = 5; // Average wait time for a late join for people with similar search criteria optional uint32 your_wait_time = 6; // Time that we think you have been waiting optional uint32 matching_worldwide_searching_players = 8; optional uint32 matching_near_you_searching_players = 9; optional uint32 total_worldwide_searching_players = 13; optional uint32 total_near_you_searching_players = 14; optional uint32 matching_worldwide_active_players = 15; optional uint32 matching_near_you_active_players = 16; optional uint32 total_worldwide_active_players = 17; optional uint32 total_near_you_active_players = 18; optional uint32 matching_worldwide_empty_gameservers = 19; optional uint32 matching_near_you_empty_gameservers = 20; optional uint32 total_worldwide_empty_gameservers = 21; optional uint32 total_near_you_empty_gameservers = 22; optional uint32 urgency_pct = 1; }; // // k_EMsgGCMvMVictoryInfo // // Server is letting players know who got what at the end of MvM // message CMsgMvMVictoryInfo { enum GrantReason { INVALID = 0; BADGE_LEVELED = 1; SQUAD_SURPLUS = 2; MANN_UP = 3; HELP_A_NOOB = 4; }; message Item { optional GrantReason grant_reason = 1; // why are we receiving this? optional bytes item_data = 2; // buffer that can be parsed by CEconItem::BParseCreateFromMessage optional fixed64 squad_surplus_claimer_steam_id = 3; // for squad surplus, whose voucher is responsible for this? }; message Player { optional fixed64 steam_id = 1; //optional string player_name = 2; optional bool badge_granted = 3; optional bool badge_progress_updated = 4; optional bool badge_leveled = 5; optional uint32 badge_level = 6; optional uint32 badge_progress_bits = 7; repeated Item items = 8; optional bool voucher_missing = 9; optional uint32 badge_points = 10; }; repeated Player players = 1; optional string tour_name = 2; optional string mission_name = 3; }; // // CGCMsgTFHelloResponse // message CGCMsgTFHelloResponse { optional uint32 version_check = 1; repeated uint64 version_checksum = 2; optional uint32 version_verbose = 3; }; // // CGCMsgTFSync // message CGCMsgTFSync { optional bytes version_checksum = 1; optional uint32 version_check = 2; optional uint32 version_check_ex = 3; optional uint32 version_check_ex2 = 4; optional bytes version_checksum_ex = 5; }; // // CGCMsgTFSync // message CGCMsgTFSyncEx { optional string version_checksum = 1; optional bytes version_checksum_ex = 2; optional uint32 version_check = 3; }; // gameserver -> GC message used to notify GC of victory message CMsgMvMVictory { optional uint32 legacy_mission_index = 1; // needed for the first prop, when old gameservers may report victory to a new GC. After we update the gameservers, delete it optional string tour_name_mannup = 5; // Only present if we're playing for bragging rights (Mann Up) optional string mission_name = 6; message Player { optional fixed64 steam_id = 1; optional bool squad_surplus = 2; }; repeated Player players = 2; optional uint64 lobby_id = 3; optional fixed32 event_time = 4; }; // // Message used to tell the GameServer the GC received the VictoryMessage message CMsgMvMMannUpVictoryReply { // No longer used // optional uint32 result = 1; // EResult code }; // // Game server is letting us know that it is booting the lobby off of the server // message CMsgGameServerKickingLobby { repeated fixed64 connected_players = 1; // list of players that are still connected optional bool create_party = 2 [ default = true ]; optional uint64 lobby_id = 3; optional uint64 match_id = 4; }; // GC -> server; confirmation that we processed above reliable message message CMsgGameServerKickingLobbyResponse {}; // // GC -> client: Leave your current game; I am about to put you into a party // message CMsgLeaveGameAndPrepareToJoinParty { optional fixed64 party_id = 1; // The party that has been created that you are now a member of }; // // Server -> GC : Telling the GC this player abandoned a match, and should be removed from the lobby if applicable // message CMsgPlayerLeftMatch { optional fixed64 steam_id = 1; optional TFMatchLeaveReason leave_reason = 2; optional bool was_abandon = 3; // Player was not cleared to leave, this is abandoning optional uint64 lobby_id = 4; optional uint64 match_id = 5; repeated CMsgTFXPSource xp_breakdown = 6; }; // // GC -> Server - empty confirmation of reliable message // message CMsgPlayerLeftMatchResponse {}; // // Server -> GC : Telling the GC this player was vote-kicked after leaving a match, e.g. they left before it passed // message CMsgPlayerVoteKickedAfterLeavingMatch { optional fixed64 steam_id = 1; optional fixed64 lobby_id = 2; optional fixed64 match_id = 3; }; // // GC -> Server - empty confirmation of reliable message // message CMsgPlayerVoteKickedAfterLeavingMatchResponse {}; // // Server -> GC : Telling the GC that players in this lobby are safe to leave // // Deprecated // message CMsgSetLobbySafeToLeave // { // optional fixed64 lobby_id = 1; // }; // // k_EMsgGC_Halloween_ServerBossEvent (Server -> GC) // message CMsgHalloween_ServerBossEvent { optional uint32 event_counter = 1; // uint8 optional uint32 timestamp = 2; // sent up from server for consistency optional uint32 boss_type = 3; // uint8 optional uint32 boss_level = 4; // uint16 optional uint32 event_type = 5; // uint8 optional uint32 players_involved = 6; // uint8 optional float elapsed_time = 7; }; // // k_EMsgGC_Halloween_Merasmus2012 (Server -> GC) // message CMsgHalloween_Merasmus2012 { optional uint32 event_counter = 1; // uint8 optional fixed32 time_submitted = 2; // sent up from server for consistency optional bool is_valve_server = 3; optional uint32 boss_level= 4; optional uint32 spawned_health = 5; optional uint32 remaining_health = 6; // 0 == Boss was killed optional uint32 life_time = 7; // Amount of time in seconds, boss was alive for optional uint32 bomb_kills = 8; // Kills from Bombs optional uint32 staff_kills = 9; // kills from staff attack optional uint32 pvp_kills = 10; // Number of kills from players while Boss is out (Jerk factor) optional uint32 prophunt_time1 = 11; optional uint32 prophunt_time2 = 12; optional uint32 dmg_scout = 13; // Amount of damage done by each class optional uint32 dmg_sniper = 14; optional uint32 dmg_soldier = 15; optional uint32 dmg_demo = 16; optional uint32 dmg_medic = 17; optional uint32 dmg_heavy = 18; optional uint32 dmg_pyro = 19; optional uint32 dmg_spy = 20; optional uint32 dmg_engineer = 21; optional uint32 scout_count = 22; // Class and player break down at the point of boss despawn optional uint32 sniper_count = 23; optional uint32 solider_count = 24; optional uint32 demo_count = 25; optional uint32 medic_count = 26; optional uint32 heavy_count = 27; optional uint32 pyro_count = 28; optional uint32 spy_count = 29; optional uint32 engineer_count = 30; }; // k_EMsgGC_UpdateMerasmusItem // Client -> GC. Request to update the itemlevel of the merasmus hat message CMsgUpdateHalloweenMerasmusLootLevel { message Player { optional fixed64 steam_id = 1; }; repeated Player players = 1; optional uint32 merasmus_level = 2; // uint8 }; message CAttribute_String { optional string value = 1; }; message CAttribute_DynamicRecipeComponent { optional uint32 def_index = 1; optional uint32 item_quality = 2; optional uint32 component_flags = 3; optional string attributes_string = 4; optional uint32 num_required = 5; optional uint32 num_fulfilled = 6; }; message CAttribute_DynamicRecipeComponent_COMPAT_NEVER_SERIALIZE_THIS_OUT { optional uint32 def_index = 1; optional uint32 item_def = 2; optional uint32 item_quality = 3; optional uint32 component_flags = 4; optional uint32 item_flags = 5; optional string attributes_string = 6; optional uint32 num_required = 7; optional uint32 item_count = 8; optional uint32 num_fulfilled = 9; optional uint32 items_fulfilled = 10; }; message CAttribute_ItemSlotCriteria { optional string tags = 1; }; message CMsgSetItemSlotAttribute { optional uint64 item_id = 1; optional uint64 slot_item_original_id = 2; optional uint32 slot_index = 3; }; // // CSOWarData // message CSOWarData { optional uint32 account_id = 1 [ (key_field) = true ]; // Account of who's data this belongs to optional uint32 war_id = 2 [ (key_field) = true ]; // ID of the war optional uint32 affiliation = 3; // Which side they're affiliated with optional uint32 points_scored = 4; // How many points they've scored }; // // k_EMsgGC_War_IndividualUpdate // message CGCMsgGC_War_IndividualUpdate { optional fixed64 steam_id = 1; // Who scored optional uint32 war_id = 2; // Which war optional uint32 score = 3; // How many points did they score }; // // k_EMsgGC_War_JoinWar // message CGCMsgGC_War_JoinWar { optional uint32 affiliation = 1; // Which side we're joining optional uint32 war_id = 2; // Which war }; // // k_EMsgGC_War_RequestGlobalStats // message CGCMsgGC_War_RequestGlobalStats { optional uint32 war_id = 1; }; // // k_EMsgGC_War_GlobalStatsResponse // message CGCMsgGC_War_GlobalStatsResponse { message SideScore { optional uint32 side = 1; optional uint64 score = 2; }; repeated SideScore side_scores = 1; optional uint32 war_id = 2; } // // k_EMsgGC_DuckLeaderboard_IndividualUpdate // message CGCMsgGC_PlayerDuckLeaderboard_IndividualUpdate { //optional fixed64 steam_id = 1; // Who scored optional uint32 score = 2; optional uint32 type = 3; optional bytes score_id = 4; optional uint32 score_check = 5; } // k_EMsgGC_WorldItemPlacement_Attribute message CAttribute_WorldItemPlacement { optional uint64 original_item_id = 1; optional float pos_x = 2; optional float pos_y = 3; optional float pos_z = 4; optional float ang_x = 5; optional float ang_y = 6; optional float ang_z = 7; }; // k_EMsgGC_WorldItemPlacement_Update message CGCMsg_WorldItemPlacement_Update { optional uint64 original_item_id = 1; // Passing INVALID_ITEM_ID will reset this attribute optional float pos_x = 2; optional float pos_y = 3; optional float pos_z = 4; optional float ang_x = 5; optional float ang_y = 6; optional float ang_z = 7; optional bool force_remove_all = 8; // Reset every attribute of this type on the owning item (make separate msg?) optional string attrib_name = 9; // The attribute we're applying the update to }; // // CMsgAcknowledgeXP // message CMsgAcknowledgeXP { // Message clients sent to the GC to acknowledge any pending XP sources optional int32 match_group = 1; optional uint32 predicted_experience = 2; } // // CMsgTFXPSource // message CMsgTFXPSource { enum XPSourceType { SOURCE_SCORE = 0; SOURCE_OBJECTIVE_BONUS = 1; SOURCE_COMPLETED_MATCH = 2; SOURCE_COMPETITIVE_ABANDON = 3; SOURCE_COMPETITIVE_WIN = 4; SOURCE_COMPETITIVE_LOSS = 5; SOURCE_AUTOBALANCE_BONUS = 6; // Make sure this is at the end! NUM_SOURCE_TYPES = 7; }; optional XPSourceType type = 1 [ (key_field) = true ]; optional int32 amount = 2; optional int32 match_group = 3; optional uint32 account_id = 4 [ (key_field) = true ]; optional uint64 match_id = 5 [ (key_field) = true ]; } message CMsgTFXPSourceBreakdown { repeated CMsgTFXPSource sources = 1; } // // Client send this in response to client welcome This is separate from hello, which is only sent if we don't have a // session and haven't heard from the GC, as keep-alive. message CMsgTFClientInit { optional uint32 client_version = 1; optional int32 language = 2; // ELanguage }; // // CMsgGCNotification // message CMsgGCNotification { // Message GC sends to clients when they have a pending notification enum NotificationType { NOTIFICATION_REPORTED_PLAYER_BANNED = 0; NOTIFICATION_CUSTOM_STRING = 1; NOTIFICATION_MM_BAN_DUE_TO_EXCESSIVE_REPORTS = 2; NOTIFICATION_REPORTED_PLAYER_WAS_BANNED = 3; // A must-confirm-as-seen pop-up notification with a custom support message. If the string is a localization // token, comes from the *GC* localized strings table, and is sent down based on client's current locale NOTIFICATION_SUPPORT_MESSAGE = 4; // Make sure this is at the end NOTIFICATION_NUM_TYPES = 5; }; optional uint64 notification_id = 1 [(key_field) = true ]; optional uint32 account_id = 2; // 0 -> doesn't expire optional fixed32 expiration_time = 3; optional NotificationType type = 4 [ default = NOTIFICATION_CUSTOM_STRING ]; optional string notification_string = 5; } message CMsgGCNotificationQueue { repeated CMsgGCNotification notifications = 1; } // k_EMsgGC_NotificationAcknowledge message CMsgNotificationAcknowledge { // Message client sends to GC upon receipt of their notification queue optional uint32 account_id = 1; optional uint64 notification_id = 2; } // k_EMsgGC_NotificationAcknowledgeReply message CMsgNotificationAcknowledgeReply { // Empty confirmation message that this was processed, and the server can stop trying to send it } // k_EMsgGC_Match_Result message CMsgGC_Match_Result { enum Status { MATCH_SUCCEEDED = 0; MATCH_FAILED_GC = 1; MATCH_FAILED_TRUSTED = 2; MATCH_FAILED_ABANDON = 3; // Deprecated // MATCH_FAILED_RATING = 4; MATCH_FAILED_UNKNOWN = 5; MATCH_FAILED_TIMEOUT = 6; MATCH_FINISHED_ABANDON = 7; // When we allow games to continue after an abandon }; optional uint64 match_id = 1 [ (key_field) = true ]; optional int32 match_group = 2; optional Status status = 3; optional uint32 duration = 4; optional uint32 red_score = 5; optional uint32 blue_score = 6; optional uint32 winning_team = 7; optional uint32 map_index = 8; optional uint32 game_type = 9 [default = 0 ]; message Player { optional fixed64 steam_id = 1; optional uint64 party_id = 2; optional uint32 team = 3; optional uint32 score = 4; optional uint32 ping = 5; optional uint32 flags = 6; // Deprectated - ratings are now computed GC side, no need to send this up. // optional uint32 rating = 7; // optional int32 rating_change = 8; optional uint32 rank = 9; optional uint32 classes_played = 10; // bit field optional uint32 kills = 11; optional uint32 deaths = 12; optional uint32 damage = 13; optional uint32 healing = 14; optional uint32 support = 15; optional uint32 score_medal = 16; optional uint32 kills_medal = 17; optional uint32 damage_medal = 18; optional uint32 healing_medal = 19; optional uint32 support_medal = 20; repeated CMsgTFXPSource xp_breakdown = 21; optional uint32 leave_time = 22; optional TFMatchLeaveReason leave_reason = 23; optional uint32 connect_time = 24; }; repeated Player players = 10; // Deprecated -- handled GC-side // optional uint32 red_skillrating = 11; // optional uint32 blue_skillrating = 12; optional uint32 win_reason = 13; optional uint32 flags = 14; // bit field // Deprecated - Unused // optional uint32 server_version = 15; optional uint32 bots = 16; // count of bots added during match // Deprecrated - The reliable message queue for matches requires the new match get acknowledged before we send up // its corresponding result, so this logic was removed. // optional bool server_created = 17 [ default = false ]; }; message CMsgGC_Match_ResultResponse { // Empty confirmation message that this was processed, and the server can stop trying to send it }; // // Data structure holding information for item preview // message CEconItemPreviewDataBlock { optional CSOEconItem econitem = 1; }; // // k_EMsgGC_Client2GCEconPreviewDataBlockRequest // message CMsgGC_Client2GCEconPreviewDataBlockRequest { // econ item asset preview integration with Steam Community params optional uint64 param_s = 1; optional uint64 param_a = 2; optional uint64 param_d = 3; optional uint64 param_m = 4; }; // // k_EMsgGC_Client2GCEconPreviewDataBlockResponse // message CMsgGC_Client2GCEconPreviewDataBlockResponse { optional CEconItemPreviewDataBlock iteminfo = 1; }; // // CSOTFLadderPlayerStats // message CSOTFLadderPlayerStats { optional uint32 account_id = 1 [ (key_field) = true ]; optional int32 match_group = 2 [ (key_field) = true ]; optional uint32 season_id = 3 [ (key_field) = true ]; // Deprecated, now stored separately from ladder data // optional uint32 rating = 4; // optional uint32 last_ackd_rating = 31; // optional int32 last_rating_change = 5; optional uint32 rank = 6; optional uint32 highest_rank = 7; optional uint32 experience = 8; // Used to determine season level, which is different from (skill) rank optional uint32 last_ackd_experience = 32; // Stats - season total optional uint32 games = 9; optional uint32 score = 10; optional uint32 kills = 11; optional uint32 deaths = 12; optional uint32 damage = 13; optional uint32 healing = 14; optional uint32 support = 15; // Medals - season total optional uint32 score_bronze = 16; optional uint32 score_silver = 17; optional uint32 score_gold = 18; optional uint32 kills_bronze = 19; optional uint32 kills_silver = 20; optional uint32 kills_gold = 21; optional uint32 damage_bronze = 22; optional uint32 damage_silver = 23; optional uint32 damage_gold = 24; optional uint32 healing_bronze = 25; optional uint32 healing_silver = 26; optional uint32 healing_gold = 27; optional uint32 support_bronze = 28; optional uint32 support_silver = 29; optional uint32 support_gold = 30; }; // // CSOTFRatingData // // !! Shared object - keep in sync with CSchRatingData and CTFRatingData's adapters message CSOTFRatingData { optional uint32 account_id = 1 [ (key_field) = true ]; optional int32 rating_type = 2 [ (key_field) = true ]; // int16 in the db // Corresponds to MMRatingData_t optional uint32 rating_primary = 3; optional uint32 rating_secondary = 4; optional uint32 rating_tertiary = 5; }; // // k_EMsgGCVoteKickPlayerRequest // message CMsgGC_TFVoteKickPlayerRequest { optional uint32 account_id = 1; optional uint64 target_id = 2; }; // // k_EMsgGCVoteKickPlayerRequestResponse // message CMsgGC_VoteKickPlayerRequestResponse { optional bool allowed = 1; }; // // k_EMsgGC_DailyCompetitiveStatsRollup // message CMsgGC_DailyCompetitiveStatsRollup { }; // // k_EMsgGC_DailyCompetitiveStatsRollup_Response // message CMsgGC_DailyCompetitiveStatsRollup_Response { message RankBucketEntry { optional uint32 rank = 1; optional uint32 records = 2; optional uint32 avg_score = 3; optional uint32 stdev_score = 4; optional uint32 avg_kills = 5; optional uint32 stdev_kills = 6; optional uint32 avg_damage = 7; optional uint32 stdev_damage = 8; optional uint32 avg_healing = 9; optional uint32 stdev_healing = 10; optional uint32 avg_support = 11; optional uint32 stdev_support = 12; }; repeated RankBucketEntry rankdata = 1; }; // // k_EMsgGC_ReportPlayer // message CMsgGC_ReportPlayer { enum EReason { kReason_INVALID = 0; kReason_CHEATING = 1; kReason_IDLE = 2; kReason_HARASSMENT = 3; kReason_GRIEFING = 4; // add more reasons above this and update the count kReason_COUNT = 5; }; optional uint32 account_id_target = 1; optional EReason reason = 2; }; // // CSOTFMatchResultPlayerStats // message CSOTFMatchResultPlayerStats { optional uint64 match_id = 1 [ (key_field) = true ]; optional uint32 account_id = 2 [ (key_field) = true ]; optional int32 match_group = 3 [ (key_field) = true ]; optional uint32 endtime = 4; optional uint32 season_id = 5; optional uint32 status = 6; optional uint32 party_id = 7; optional uint32 team = 8; optional uint32 score = 9; optional uint32 ping = 10; optional uint32 flags = 11; optional uint32 display_rating = 12; optional int32 display_rating_change = 13; optional uint32 rank = 14; optional uint32 classes_played = 15; optional uint32 kills = 16; optional uint32 deaths = 17; optional uint32 damage = 18; optional uint32 healing = 19; optional uint32 support = 20; optional uint32 score_medal = 21; optional uint32 kills_medal = 22; optional uint32 damage_medal = 23; optional uint32 healing_medal = 24; optional uint32 support_medal = 25; optional uint32 map_index = 26; }; // // k_EMsgGCRequestMatchMakerStats // message CMsgGCRequestMatchMakerStats {}; message CMsgGCDataCenterPopulation { optional string name = 1; // data center name optional float health_ratio = 2; // population health ratio with best ping in the data center }; message CMsgGCMatchGroupDataCenterPopulation { repeated CMsgGCDataCenterPopulation data_center_population = 1; }; // // k_EMsgGCMatchMakerStatsResponse // message CMsgGCMatchMakerStatsResponse { repeated uint32 map_count = 1; repeated CMsgGCMatchGroupDataCenterPopulation matchgroup_data_center_population = 2; }; // // k_EMsgGCMatchHistoryLoad // message CMsgGCMatchHistoryLoad { }; // // k_EMsgGCDataCenterPing_Update // message CMsgGCDataCenterPing_Update { enum Status { Invalid = 0; Normal = 1; Unreachable = 2; // Value is stale or not provided, DC is unreachable FallbackToDCPing = 3; // Couldn't ping router directly, this is a less-accurate DC ping value }; message PingEntry { optional string name = 1; // data center name optional uint32 ping = 2; // ping to the data center // If omitted, assume we have a normal ping. optional Status ping_status = 3 [ default = Normal ]; }; repeated PingEntry pingdata = 1; }; // // k_EMsgGC_KickPlayerFromLobby // message CMsgGC_KickPlayerFromLobby { optional uint64 targetID = 1; // kick target ID }; // // k_EMsgGC_RematchRequest // DEPRECATED - New path is NewMatchForLobby // // message CMsgGCRematchRequest // { // message PartyEntry // { // optional uint64 party_id = 1; // party's ID // optional uint32 team = 2; // party's assigned team // optional uint64 leader_steam_id = 3; // party leader's steamID // }; // repeated PartyEntry party = 1; // all of the parties who want a rematch // optional uint32 match_group = 2; // match group that we want // optional CMsgCasualMatchmakingSearchCriteria casual_criteria = 3; // casual criteria for the new match // }; // // k_EMsgGC_RematchRequestResponse // DEPRECATED - New path is NewMatchForLobby // // message CMsgGCRematchRequestResponse // { // optional bool success = 1; // Did we succeed? // } enum SurveyQuestionType { QUESTION_MATCH_QUALITY = 0; QUESTION_MAP_QUALITY = 1; QUESTION_COMP_INQUIRY = 2; QUESTION_CASUAL_INQUIRY = 3; } // // k_EMsgGC_SurveyQuestionRequest // message CMsgGCSurveyRequest { optional SurveyQuestionType question_type = 1; optional uint64 match_id = 2; } // // k_EMsgGC_SurveyQuestionResponse // message CMsgGCSurveyResponse { optional SurveyQuestionType question_type = 1; optional uint64 match_id = 2; optional int32 response = 3; } // // k_EMsgGC_NewMatchForLobbyRequest // message CMsgGCNewMatchForLobbyRequest { optional uint64 current_match_id = 1; optional uint32 next_map_id = 2; optional uint64 lobby_id = 3; } // // k_EMsgGC_NewMatchForLobbyResponse // message CMsgGCNewMatchForLobbyResponse { optional bool success = 1; } // // k_EMsgGC_ChangeMatchPlayerTeamsRequest // message CMsgGCChangeMatchPlayerTeamsRequest { message Member { optional uint64 member_id = 1; optional TF_GC_TEAM new_team = 2 [ default = TF_GC_TEAM_NOTEAM ]; } optional uint64 match_id = 1; optional uint64 lobby_id = 2; repeated Member member = 3; } // // k_EMsgGC_ChangeMatchPlayerTeamsResponse // message CMsgGCChangeMatchPlayerTeamsResponse { optional bool success = 1; } // End of File