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Packet.proto

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Dec 14th, 2021
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  1. syntax = "proto3";
  2.  
  3. package com.gamelift.rt.proto;
  4.  
  5. import 'proto/CoreCommands.proto';
  6. import 'proto/GroupMessages.proto';
  7.  
  8. //:access=internal
  9. //:deserialize=DeserializeLengthDelimited
  10. message Packet {
  11. sint32 opCode = 1;
  12. int32 sequenceNumber = 2;
  13.  
  14. int32 targetPlayer = 3;
  15. int32 targetGroup = 4;
  16. int32 sender = 5;
  17. bool reliable = 6;
  18.  
  19. // Version of the Realtime Client (i.e. NOT the customer's game)
  20. int32 clientVersion = 7;
  21.  
  22. // payload is for customer-provided blob-style data that is not modeled in anyway and simply passed through
  23. //:deserialize=instance.ReadPayload(stream)
  24. //:serialize=instance.WritePayload(stream);
  25. bytes payload = 15;
  26.  
  27. // Packet can contain one optional inner message
  28. oneof message {
  29. // General Commands
  30. LoginCommand login = 30;
  31. LoginResult loginResult = 31;
  32. PingCommand ping = 32;
  33. PingResult pingResult = 33;
  34. VerifyIdentityCommand verifyIdentity = 37;
  35. VerifyIdentityResult verifyIdentityResult = 38;
  36.  
  37. // Connect Commands
  38. UDPConnectMessage udpConnect= 34;
  39. PlayerConnectMessage playerConnect = 35;
  40. PlayerDisconnectMessage playerDisconnect = 36;
  41.  
  42. // Group Related Commands
  43. JoinGroup joinGroup = 40;
  44. LeaveGroup leaveGroup = 41;
  45. RequestGroupMembership requestGroupMembership = 42;
  46. GroupMembershipUpdate groupMembershipUpdate = 43;
  47. }
  48. }
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