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nakama.proto
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nakama.proto
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// Copyright 2019 The Nakama Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
/**
* The Nakama server RPC protocol for games and apps.
*/
syntax = "proto3";
package nakama;
import "google/protobuf/timestamp.proto";
import "google/protobuf/wrappers.proto";
option go_package = "github.com/ascii8/nakama-go;nakama";
option java_multiple_files = true;
option java_outer_classname = "NakamaApi";
option java_package = "com.heroiclabs.nakama.api";
option csharp_namespace = "Nakama.Protobuf";
// Healthcheck request.
message HealthcheckRequest {
}
// Account request.
message AccountRequest {
}
// A user with additional account details. Always the current user.
message AccountResponse {
// The user object.
User user = 1;
// The user's wallet data.
string wallet = 2;
// The email address of the user.
string email = 3;
// The devices which belong to the user's account.
repeated AccountDevice devices = 4;
// The custom id in the user's account.
string custom_id = 5;
// The UNIX time (for gRPC clients) or ISO string (for REST clients) when the user's email was verified.
google.protobuf.Timestamp verify_time = 6;
// The UNIX time (for gRPC clients) or ISO string (for REST clients) when the user's account was disabled/banned.
google.protobuf.Timestamp disable_time = 7;
}
// Obtain a new authentication token using a refresh token.
message AccountRefresh {
// Refresh token.
string token = 1;
// Extra information that will be bundled in the session token.
map<string, string> vars = 2;
}
// Send a Apple Sign In token to the server. Used with authenticate/link/unlink.
message AccountApple {
// The ID token received from Apple to validate.
string token = 1;
// Extra information that will be bundled in the session token.
map<string, string> vars = 2;
}
// Send a custom ID to the server. Used with authenticate/link/unlink.
message AccountCustom {
// A custom identifier.
string id = 1;
// Extra information that will be bundled in the session token.
map<string, string> vars = 2;
}
// Send a device to the server. Used with authenticate/link/unlink and user.
message AccountDevice {
// A device identifier. Should be obtained by a platform-specific device API.
string id = 1;
// Extra information that will be bundled in the session token.
map<string, string> vars = 2;
}
// Send an email with password to the server. Used with authenticate/link/unlink.
message AccountEmail {
// A valid RFC-5322 email address.
string email = 1;
// A password for the user account.
string password = 2; // Ignored with unlink operations.
// Extra information that will be bundled in the session token.
map<string, string> vars = 3;
}
// Send a Facebook token to the server. Used with authenticate/link/unlink.
message AccountFacebook {
// The OAuth token received from Facebook to access their profile API.
string token = 1;
// Extra information that will be bundled in the session token.
map<string, string> vars = 2;
}
// Send a Facebook Instant Game token to the server. Used with authenticate/link/unlink.
message AccountFacebookInstantGame {
// The OAuth token received from a Facebook Instant Game that may be decoded with the Application Secret (must be available with the nakama configuration)
string signed_player_info = 1;
// Extra information that will be bundled in the session token.
map<string, string> vars = 2;
}
// Send Apple's Game Center account credentials to the server. Used with authenticate/link/unlink.
message AccountGameCenter {
// https://developer.apple.com/documentation/gamekit/gklocalplayer/1515407-generateidentityverificationsign
// Player ID (generated by GameCenter).
string player_id = 1;
// Bundle ID (generated by GameCenter).
string bundle_id = 2;
// Time since UNIX epoch when the signature was created.
int64 timestamp_seconds = 3;
// A random "NSString" used to compute the hash and keep it randomized.
string salt = 4;
// The verification signature data generated.
string signature = 5;
// The URL for the public encryption key.
string public_key_url = 6;
// Extra information that will be bundled in the session token.
map<string, string> vars = 7;
}
// Send a Google token to the server. Used with authenticate/link/unlink.
message AccountGoogle {
// The OAuth token received from Google to access their profile API.
string token = 1;
// Extra information that will be bundled in the session token.
map<string, string> vars = 2;
}
// Send a Steam token to the server. Used with authenticate/link/unlink.
message AccountSteam {
// The account token received from Steam to access their profile API.
string token = 1;
// Extra information that will be bundled in the session token.
map<string, string> vars = 2;
}
// Add one or more friends to the current user.
message AddFriendsRequest {
// The account id of a user.
repeated string ids = 1;
// The account username of a user.
repeated string usernames = 2;
}
// Add users to a group.
message AddGroupUsersRequest {
// The group to add users to.
string group_id = 1;
// The users to add.
repeated string user_ids = 2;
}
// Authenticate against the server with a refresh token.
message SessionRefreshRequest {
// Refresh token.
string token = 1;
// Extra information that will be bundled in the session token.
map<string, string> vars = 2;
}
// Log out a session, invalidate a refresh token, or log out all sessions/refresh tokens for a user.
message SessionLogoutRequest {
// Session token to log out.
string token = 1;
// Refresh token to invalidate.
string refresh_token = 2;
}
// Authenticate against the server with Apple Sign In.
message AuthenticateAppleRequest {
// The Apple account details.
AccountApple account = 1;
// Register the account if the user does not already exist.
google.protobuf.BoolValue create = 2;
// Set the username on the account at register. Must be unique.
string username = 3;
}
// Authenticate against the server with a custom ID.
message AuthenticateCustomRequest {
// The custom account details.
AccountCustom account = 1;
// Register the account if the user does not already exist.
google.protobuf.BoolValue create = 2;
// Set the username on the account at register. Must be unique.
string username = 3;
}
// Authenticate against the server with a device ID.
message AuthenticateDeviceRequest {
// The device account details.
AccountDevice account = 1;
// Register the account if the user does not already exist.
google.protobuf.BoolValue create = 2;
// Set the username on the account at register. Must be unique.
string username = 3;
}
// Authenticate against the server with email+password.
message AuthenticateEmailRequest {
// The email account details.
AccountEmail account = 1;
// Register the account if the user does not already exist.
google.protobuf.BoolValue create = 2;
// Set the username on the account at register. Must be unique.
string username = 3;
}
// Authenticate against the server with Facebook.
message AuthenticateFacebookRequest {
// The Facebook account details.
AccountFacebook account = 1;
// Register the account if the user does not already exist.
google.protobuf.BoolValue create = 2;
// Set the username on the account at register. Must be unique.
string username = 3;
// Import Facebook friends for the user.
google.protobuf.BoolValue sync = 4;
}
// Authenticate against the server with Facebook Instant Game token.
message AuthenticateFacebookInstantGameRequest {
// The Facebook Instant Game account details.
AccountFacebookInstantGame account = 1;
// Register the account if the user does not already exist.
google.protobuf.BoolValue create = 2;
// Set the username on the account at register. Must be unique.
string username = 3;
}
// Authenticate against the server with Apple's Game Center.
message AuthenticateGameCenterRequest {
// The Game Center account details.
AccountGameCenter account = 1;
// Register the account if the user does not already exist.
google.protobuf.BoolValue create = 2;
// Set the username on the account at register. Must be unique.
string username = 3;
}
// Authenticate against the server with Google.
message AuthenticateGoogleRequest {
// The Google account details.
AccountGoogle account = 1;
// Register the account if the user does not already exist.
google.protobuf.BoolValue create = 2;
// Set the username on the account at register. Must be unique.
string username = 3;
}
// Authenticate against the server with Steam.
message AuthenticateSteamRequest {
// The Steam account details.
AccountSteam account = 1;
// Register the account if the user does not already exist.
google.protobuf.BoolValue create = 2;
// Set the username on the account at register. Must be unique.
string username = 3;
// Import Steam friends for the user.
google.protobuf.BoolValue sync = 4;
}
// Ban users from a group.
message BanGroupUsersRequest {
// The group to ban users from.
string group_id = 1;
// The users to ban.
repeated string user_ids = 2;
}
// Block one or more friends for the current user.
message BlockFriendsRequest {
// The account id of a user.
repeated string ids = 1;
// The account username of a user.
repeated string usernames = 2;
}
// A message sent on a channel.
message ChannelMessage {
// The channel this message belongs to.
string channel_id = 1;
// The unique ID of this message.
string message_id = 2;
// The code representing a message type or category.
google.protobuf.Int32Value code = 3;
// Message sender, usually a user ID.
string sender_id = 4;
// The username of the message sender, if any.
string username = 5;
// The content payload.
string content = 6;
// The UNIX time (for gRPC clients) or ISO string (for REST clients) when the message was created.
google.protobuf.Timestamp create_time = 7;
// The UNIX time (for gRPC clients) or ISO string (for REST clients) when the message was last updated.
google.protobuf.Timestamp update_time = 8;
// True if the message was persisted to the channel's history, false otherwise.
google.protobuf.BoolValue persistent = 9;
// The name of the chat room, or an empty string if this message was not sent through a chat room.
string room_name = 10;
// The ID of the group, or an empty string if this message was not sent through a group channel.
string group_id = 11;
// The ID of the first DM user, or an empty string if this message was not sent through a DM chat.
string user_id_one = 12;
// The ID of the second DM user, or an empty string if this message was not sent through a DM chat.
string user_id_two = 13;
}
// A list of channel messages, usually a result of a list operation.
message ChannelMessagesResponse {
// A list of messages.
repeated ChannelMessage messages = 1;
// The cursor to send when retrieving the next page, if any.
string next_cursor = 2;
// The cursor to send when retrieving the previous page, if any.
string prev_cursor = 3;
// Cacheable cursor to list newer messages. Durable and designed to be stored, unlike next/prev cursors.
string cacheable_cursor = 4;
}
// Create a group with the current user as owner.
message CreateGroupRequest {
// A unique name for the group.
string name = 1;
// A description for the group.
string description = 2;
// The language expected to be a tag which follows the BCP-47 spec.
string lang_tag = 3;
// A URL for an avatar image.
string avatar_url = 4;
// Mark a group as open or not where only admins can accept members.
bool open = 5;
// Maximum number of group members.
int32 max_count = 6;
}
// Delete one or more friends for the current user.
message DeleteFriendsRequest {
// The account id of a user.
repeated string ids = 1;
// The account username of a user.
repeated string usernames = 2;
}
// Delete a group the user has access to.
message DeleteGroupRequest {
// The id of a group.
string group_id = 1;
}
// Delete a leaderboard record.
message DeleteLeaderboardRecordRequest {
// The leaderboard ID to delete from.
string leaderboard_id = 1;
}
// Delete one or more notifications for the current user.
message DeleteNotificationsRequest {
// The id of notifications.
repeated string ids = 1;
}
// Delete a leaderboard record.
message DeleteTournamentRecordRequest {
// The tournament ID to delete from.
string tournament_id = 1;
}
// Storage objects to delete.
message DeleteStorageObjectId {
// The collection which stores the object.
string collection = 1;
// The key of the object within the collection.
string key = 2;
// The version hash of the object.
string version = 3;
}
// Batch delete storage objects.
message DeleteStorageObjectsRequest {
// Batch of storage objects.
repeated DeleteStorageObjectId object_ids = 1;
}
// Represents an event to be passed through the server to registered event handlers.
message EventRequest {
// An event name, type, category, or identifier.
string name = 1;
// Arbitrary event property values.
map<string, string> properties = 2;
// The time when the event was triggered.
google.protobuf.Timestamp timestamp = 3;
// True if the event came directly from a client call, false otherwise.
bool external = 4;
}
// The friendship status.
enum FriendState {
// The user is a friend of the current user.
FRIEND = 0;
// The current user has sent an invite to the user.
INVITE_SENT = 1;
// The current user has received an invite from this user.
INVITE_RECEIVED = 2;
// The current user has blocked this user.
BLOCKED = 3;
}
// A friend of a user.
message Friend {
// The user object.
User user = 1;
// The friend status. -- use enum FriendState
google.protobuf.Int32Value state = 2; // one of "Friend.State".
// Time of the latest relationship update.
google.protobuf.Timestamp update_time = 3;
}
// A collection of zero or more friends of the user.
message FriendsResponse {
// The Friend objects.
repeated Friend friends = 1;
// Cursor for the next page of results, if any.
string cursor = 2;
}
// Fetch a batch of zero or more users from the server.
message UsersRequest {
// The account id of a user.
repeated string ids = 1;
// The account username of a user.
repeated string usernames = 2;
// The Facebook ID of a user.
repeated string facebook_ids = 3;
}
// Fetch a subscription by product id.
message SubscriptionRequest {
// Product id of the subscription
string product_id = 1;
}
// A group in the server.
message Group {
// The id of a group.
string id = 1;
// The id of the user who created the group.
string creator_id = 2;
// The unique name of the group.
string name = 3;
// A description for the group.
string description = 4;
// The language expected to be a tag which follows the BCP-47 spec.
string lang_tag = 5;
// Additional information stored as a JSON object.
string metadata = 6;
// A URL for an avatar image.
string avatar_url = 7;
// Anyone can join open groups, otherwise only admins can accept members.
google.protobuf.BoolValue open = 8;
// The current count of all members in the group.
int32 edge_count = 9;
// The maximum number of members allowed.
int32 max_count = 10;
// The UNIX time (for gRPC clients) or ISO string (for REST clients) when the group was created.
google.protobuf.Timestamp create_time = 11;
// The UNIX time (for gRPC clients) or ISO string (for REST clients) when the group was last updated.
google.protobuf.Timestamp update_time = 12;
}
// One or more groups returned from a listing operation.
message GroupsResponse {
// One or more groups.
repeated Group groups = 1;
// A cursor used to get the next page.
string cursor = 2;
}
// The group role status.
enum UserRoleState {
// The user is a superadmin with full control of the group.
SUPERADMIN = 0;
// The user is an admin with additional privileges.
ADMIN = 1;
// The user is a regular member.
MEMBER = 2;
// The user has requested to join the group
JOIN_REQUEST = 3;
}
// A single user-role pair.
message GroupUser {
// User.
User user = 1;
// Their relationship to the group. -- use enum UserRoleState
google.protobuf.Int32Value state = 2;
}
// A list of users belonging to a group, along with their role.
message GroupUsersResponse {
// User-role pairs for a group.
repeated GroupUser group_users = 1;
// Cursor for the next page of results, if any.
string cursor = 2;
}
// Import Facebook friends into the current user's account.
message ImportFacebookFriendsRequest {
// The Facebook account details.
AccountFacebook account = 1;
// Reset the current user's friends list.
google.protobuf.BoolValue reset = 2;
}
// Import Facebook friends into the current user's account.
message ImportSteamFriendsRequest {
// The Facebook account details.
AccountSteam account = 1;
// Reset the current user's friends list.
google.protobuf.BoolValue reset = 2;
}
// Immediately join an open group, or request to join a closed one.
message JoinGroupRequest {
// The group ID to join. The group must already exist.
string group_id = 1;
}
// The request to join a tournament.
message JoinTournamentRequest {
// The ID of the tournament to join. The tournament must already exist.
string tournament_id = 1;
}
// Kick a set of users from a group.
message KickGroupUsersRequest {
// The group ID to kick from.
string group_id = 1;
// The users to kick.
repeated string user_ids = 2;
}
// A leaderboard on the server.
message Leaderboard {
// The ID of the leaderboard.
string id = 1;
// ASC(0) or DESC(1) sort mode of scores in the leaderboard.
uint32 sort_order = 2;
// BEST, SET, INCREMENT or DECREMENT operator mode of the leaderboard.
OpType operator = 3;
// The UNIX time when the leaderboard was previously reset. A computed value.
uint32 prev_reset = 4;
// The UNIX time when the leaderboard is next playable. A computed value.
uint32 next_reset = 5;
// Additional information stored as a JSON object.
string metadata = 6;
// The UNIX time (for gRPC clients) or ISO string (for REST clients) when the leaderboard was created.
google.protobuf.Timestamp create_time = 7;
// Whether the leaderboard was created authoritatively or not.
bool authoritative = 8;
}
// A list of leaderboards
message LeaderboardsResponse {
// The list of leaderboards returned.
repeated Leaderboard leaderboards = 1;
// A pagination cursor (optional).
string cursor = 2;
}
// Represents a complete leaderboard record with all scores and associated metadata.
message LeaderboardRecord {
// The ID of the leaderboard this score belongs to.
string leaderboard_id = 1;
// The ID of the score owner, usually a user or group.
string owner_id = 2;
// The username of the score owner, if the owner is a user.
google.protobuf.StringValue username = 3;
// The score value.
int64 score = 4;
// An optional subscore value.
int64 subscore = 5;
// The number of submissions to this score record.
int32 num_score = 6;
// Metadata.
string metadata = 7;
// The UNIX time (for gRPC clients) or ISO string (for REST clients) when the leaderboard record was created.
google.protobuf.Timestamp create_time = 8;
// The UNIX time (for gRPC clients) or ISO string (for REST clients) when the leaderboard record was updated.
google.protobuf.Timestamp update_time = 9;
// The UNIX time (for gRPC clients) or ISO string (for REST clients) when the leaderboard record expires.
google.protobuf.Timestamp expiry_time = 10;
// The rank of this record.
int64 rank = 11;
// The maximum number of score updates allowed by the owner.
uint32 max_num_score = 12;
}
// A set of leaderboard records, may be part of a leaderboard records page or a batch of individual records.
message LeaderboardRecordsResponse {
// A list of leaderboard records.
repeated LeaderboardRecord records = 1;
// A batched set of leaderboard records belonging to specified owners.
repeated LeaderboardRecord owner_records = 2;
// The cursor to send when retrieving the next page, if any.
string next_cursor = 3;
// The cursor to send when retrieving the previous page, if any.
string prev_cursor = 4;
}
// Leave a group.
message LeaveGroupRequest {
// The group ID to leave.
string group_id = 1;
}
// Link Facebook to the current user's account.
message LinkFacebookRequest {
// The Facebook account details.
AccountFacebook account = 1;
// Import Facebook friends for the user.
google.protobuf.BoolValue sync = 2;
}
// Link Steam to the current user's account.
message LinkSteamRequest {
// The Facebook account details.
AccountSteam account = 1;
// Import Steam friends for the user.
google.protobuf.BoolValue sync = 2;
}
// List a channel's message history.
message ChannelMessagesRequest {
// The channel ID to list from.
string channel_id = 1;
// Max number of records to return. Between 1 and 100.
google.protobuf.Int32Value limit = 2;
// True if listing should be older messages to newer, false if reverse.
google.protobuf.BoolValue forward = 3;
// A pagination cursor, if any.
string cursor = 4;
}
// List friends for a user.
message FriendsRequest {
// Max number of records to return. Between 1 and 100.
google.protobuf.Int32Value limit = 1;
// The friend state to list. -- use enum UserRoleState
google.protobuf.Int32Value state = 2;
// An optional next page cursor.
string cursor = 3;
}
// List groups based on given filters.
message GroupsRequest {
// List groups that contain this value in their names.
string name = 1;
// Optional pagination cursor.
string cursor = 2;
// Max number of groups to return. Between 1 and 100.
google.protobuf.Int32Value limit = 3;
// Language tag filter
string lang_tag = 4;
// Number of group members
google.protobuf.Int32Value members = 5;
// Optional Open/Closed filter.
google.protobuf.BoolValue open = 6;
}
// List all users that are part of a group.
message GroupUsersRequest {
// The group ID to list from.
string group_id = 1;
// Max number of records to return. Between 1 and 100.
google.protobuf.Int32Value limit = 2;
// The group user state to list. -- use enum UserRoleState
google.protobuf.Int32Value state = 3;
// An optional next page cursor.
string cursor = 4;
}
// List leaerboard records from a given leaderboard around the owner.
message LeaderboardRecordsAroundOwnerRequest {
// The ID of the tournament to list for.
string leaderboard_id = 1;
// Max number of records to return. Between 1 and 100.
google.protobuf.UInt32Value limit = 2;
// The owner to retrieve records around.
string owner_id = 3;
// Expiry in seconds (since epoch) to begin fetching records from.
google.protobuf.Int64Value expiry = 4;
// A next or previous page cursor.
string cursor = 5;
}
// List leaderboard records from a given leaderboard.
message LeaderboardRecordsRequest {
// The ID of the leaderboard to list for.
string leaderboard_id = 1;
// One or more owners to retrieve records for.
repeated string owner_ids = 2;
// Max number of records to return. Between 1 and 100.
google.protobuf.Int32Value limit = 3;
// A next or previous page cursor.
string cursor = 4;
// Expiry in seconds (since epoch) to begin fetching records from. Optional. 0 means from current time.
google.protobuf.Int64Value expiry = 5;
}
// List realtime matches.
message MatchesRequest {
// Limit the number of returned matches.
google.protobuf.Int32Value limit = 1;
// Authoritative or relayed matches.
google.protobuf.BoolValue authoritative = 2;
// Label filter.
google.protobuf.StringValue label = 3;
// Minimum user count.
google.protobuf.Int32Value min_size = 4;
// Maximum user count.
google.protobuf.Int32Value max_size = 5;
// Arbitrary label query.
google.protobuf.StringValue query = 6;
}
// Get a list of unexpired notifications.
message NotificationsRequest {
// The number of notifications to get. Between 1 and 100.
google.protobuf.Int32Value limit = 1;
// A cursor to page through notifications. May be cached by clients to get from point in time forwards.
string cacheable_cursor = 2; // value from NotificationList.cacheable_cursor.
}
// List publicly readable storage objects in a given collection.
message StorageObjectsRequest {
// ID of the user.
string user_id = 1;
// The collection which stores the object.
string collection = 2;
// The number of storage objects to list. Between 1 and 100.
google.protobuf.Int32Value limit = 3;
// The cursor to page through results from.
string cursor = 4; // value from StorageObjectList.cursor.
}
// List user subscriptions.
message SubscriptionsRequest {
// Max number of results per page
google.protobuf.Int32Value limit = 1;
// Cursor to retrieve a page of records from
string cursor = 2;
}
// List tournament records from a given tournament around the owner.
message TournamentRecordsAroundOwnerRequest {
// The ID of the tournament to list for.
string tournament_id = 1;
// Max number of records to return. Between 1 and 100.
google.protobuf.UInt32Value limit = 2;
// The owner to retrieve records around.
string owner_id = 3;
// Expiry in seconds (since epoch) to begin fetching records from.
google.protobuf.Int64Value expiry = 4;
// A next or previous page cursor.
string cursor = 5;
}
// List tournament records from a given tournament.
message TournamentRecordsRequest {
// The ID of the tournament to list for.
string tournament_id = 1;
// One or more owners to retrieve records for.
repeated string owner_ids = 2;
// Max number of records to return. Between 1 and 100.
google.protobuf.Int32Value limit = 3;
// A next or previous page cursor.
string cursor = 4;
// Expiry in seconds (since epoch) to begin fetching records from.
google.protobuf.Int64Value expiry = 5;
}
// List active/upcoming tournaments based on given filters.
message TournamentsRequest {
// The start of the categories to include. Defaults to 0.
google.protobuf.UInt32Value category_start = 1;
// The end of the categories to include. Defaults to 128.
google.protobuf.UInt32Value category_end = 2;
// The start time for tournaments. Defaults to epoch.
google.protobuf.UInt32Value start_time = 3;
// The end time for tournaments. Defaults to +1 year from current Unix time.
google.protobuf.UInt32Value end_time = 4;
// Max number of records to return. Between 1 and 100.
google.protobuf.Int32Value limit = 6;
// A next page cursor for listings (optional).
string cursor = 8;
}
// List the groups a user is part of, and their relationship to each.
message UserGroupsRequest {
// ID of the user.
string user_id = 1;
// Max number of records to return. Between 1 and 100.
google.protobuf.Int32Value limit = 2;
// The user group state to list. -- use enum UserRoleState
google.protobuf.Int32Value state = 3;
// An optional next page cursor.
string cursor = 4;
}
// Represents a realtime match.
message Match {
// The ID of the match, can be used to join.
string match_id = 1;
// True if it's an server-managed authoritative match, false otherwise.
bool authoritative = 2;
// Match label, if any.
google.protobuf.StringValue label = 3;
// Current number of users in the match.
int32 size = 4;
// Tick Rate
int32 tick_rate = 5;
// Handler name
string handler_name = 6;
}
// A list of realtime matches.
message MatchesResponse {
// A number of matches corresponding to a list operation.
repeated Match matches = 1;
}
// A notification in the server.
message Notification {
// ID of the Notification.
string id = 1;
// Subject of the notification.
string subject = 2;
// Content of the notification in JSON.
string content = 3;
// Category code for this notification.
int32 code = 4;
// ID of the sender, if a user. Otherwise 'null'.
string sender_id = 5;
// The UNIX time (for gRPC clients) or ISO string (for REST clients) when the notification was created.
google.protobuf.Timestamp create_time = 6;
// True if this notification was persisted to the database.
bool persistent = 7;
}
// A collection of zero or more notifications.
message NotificationsResponse {
// Collection of notifications.
repeated Notification notifications = 1;
// Use this cursor to paginate notifications. Cache this to catch up to new notifications.
string cacheable_cursor = 2;
}
// Promote a set of users in a group to the next role up.
message PromoteGroupUsersRequest {
// The group ID to promote in.
string group_id = 1;
// The users to promote.
repeated string user_ids = 2;
}
// Demote a set of users in a group to the next role down.
message DemoteGroupUsersRequest {
// The group ID to demote in.
string group_id = 1;
// The users to demote.
repeated string user_ids = 2;
}
// Storage objects to get.
message ReadStorageObjectId {
// The collection which stores the object.
string collection = 1;
// The key of the object within the collection.
string key = 2;
// The user owner of the object.
string user_id = 3;
}
// Batch get storage objects.
message ReadStorageObjectsRequest {
// Batch of storage objects.
repeated ReadStorageObjectId object_ids = 1;
}
// Execute an Lua function on the server.
message RpcMsg {
// The identifier of the function.
string id = 1;
// The payload of the function which must be a JSON object.
string payload = 2;
// The authentication key used when executed as a non-client HTTP request.
string http_key = 3;
}
// A user's session used to authenticate messages.
message SessionResponse {
// True if the corresponding account was just created, false otherwise.
bool created = 1;
// Authentication credentials.
string token = 2;
// Refresh token that can be used for session token renewal.
string refresh_token = 3;
}
// An object within the storage engine.
message StorageObject {
// The collection which stores the object.
string collection = 1;
// The key of the object within the collection.
string key = 2;
// The user owner of the object.
string user_id = 3;
// The value of the object.
string value = 4;
// The version hash of the object.
string version = 5;
// The read access permissions for the object.
int32 permission_read = 6;
// The write access permissions for the object.
int32 permission_write = 7;
// The UNIX time (for gRPC clients) or ISO string (for REST clients) when the object was created.
google.protobuf.Timestamp create_time = 8;
// The UNIX time (for gRPC clients) or ISO string (for REST clients) when the object was last updated.
google.protobuf.Timestamp update_time = 9;
}
// A storage acknowledgement.
message StorageObjectAck {
// The collection which stores the object.
string collection = 1;
// The key of the object within the collection.
string key = 2;
// The version hash of the object.
string version = 3;
// The owner of the object.
string user_id = 4;
}
// Batch of acknowledgements for the storage object write.
message WriteStorageObjectsResponse {
// Batch of storage write acknowledgements.
repeated StorageObjectAck acks = 1;
}
// Batch of storage objects.
message ReadStorageObjectsResponse {
// The batch of storage objects.
repeated StorageObject objects = 1;
}
// List of storage objects.
message StorageObjectsResponse {
// The list of storage objects.
repeated StorageObject objects = 1;
// The cursor for the next page of results, if any.
string cursor = 2;
}
// A tournament on the server.
message Tournament {
// The ID of the tournament.
string id = 1;
// The title for the tournament.
string title = 2;
// The description of the tournament. May be blank.
string description = 3;
// The category of the tournament. e.g. "vip" could be category 1.
uint32 category = 4;
// ASC (0) or DESC (1) sort mode of scores in the tournament.
uint32 sort_order = 5;
// The current number of players in the tournament.
uint32 size = 6;
// The maximum number of players for the tournament.
uint32 max_size = 7;
// The maximum score updates allowed per player for the current tournament.
uint32 max_num_score = 8;
// True if the tournament is active and can enter. A computed value.
bool can_enter = 9;