csgo-2018-source/common/network_connection.proto
2021-07-24 21:11:47 -07:00

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//====== Copyright 2011, Valve Corporation, All rights reserved. =======
//
// Purpose: The file defines the enum and messages for network connection status
//
//=============================================================================
// Note about encoding:
// http://code.google.com/apis/protocolbuffers/docs/encoding.html
//
// TL;DR: Use sint32/sint64 for values that may be negative.
//
// There is an important difference between the signed int types (sint32 and sint64)
// and the "standard" int types (int32 and int64) when it comes to encoding negative
// numbers. If you use int32 or int64 as the type for a negative number, the
// resulting varint is always ten bytes long it is, effectively, treated like a
// very large unsigned integer. If you use one of the signed types, the resulting
// varint uses ZigZag encoding, which is much more efficient.
// Commenting this out allows it to be compiled for SPEED or LITE_RUNTIME.
// 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.
//
import "google/protobuf/descriptor.proto";
extend google.protobuf.EnumValueOptions {
optional string network_connection_token = 50500;
}
enum ENetworkDisconnectionReason
{
NETWORK_DISCONNECT_INVALID = 0;
NETWORK_DISCONNECT_SHUTDOWN = 1; // Normal shutdown no message
NETWORK_DISCONNECT_DISCONNECT_BY_USER = 2 [(network_connection_token) = "#GameUI_Disconnect_User" ];
NETWORK_DISCONNECT_DISCONNECT_BY_SERVER = 3 [(network_connection_token) = "#GameUI_Disconnect_Server" ];
NETWORK_DISCONNECT_LOST = 4 [(network_connection_token) = "#GameUI_Disconnect_ConnectionLost" ];
NETWORK_DISCONNECT_OVERFLOW = 5 [(network_connection_token) = "#GameUI_Disconnect_ConnectionOverflow" ];
NETWORK_DISCONNECT_STEAM_BANNED = 6 [(network_connection_token) = "#GameUI_Disconnect_SteamIDBanned" ];
NETWORK_DISCONNECT_STEAM_INUSE = 7 [(network_connection_token) = "#GameUI_Disconnect_SteamIDInUse" ];
NETWORK_DISCONNECT_STEAM_TICKET = 8 [(network_connection_token) = "#GameUI_Disconnect_SteamTicket" ];
NETWORK_DISCONNECT_STEAM_LOGON = 9 [(network_connection_token) = "#GameUI_Disconnect_SteamLogon" ];
NETWORK_DISCONNECT_STEAM_AUTHCANCELLED = 10 [(network_connection_token) = "#GameUI_Disconnect_SteamLogon" ];
NETWORK_DISCONNECT_STEAM_AUTHALREADYUSED = 11 [(network_connection_token) = "#GameUI_Disconnect_SteamLogon" ];
NETWORK_DISCONNECT_STEAM_AUTHINVALID = 12 [(network_connection_token) = "#GameUI_Disconnect_SteamLogon" ];
NETWORK_DISCONNECT_STEAM_VACBANSTATE = 13 [(network_connection_token) = "#GameUI_Disconnect_SteamVAC" ];
NETWORK_DISCONNECT_STEAM_LOGGED_IN_ELSEWHERE = 14 [(network_connection_token) = "#GameUI_Disconnect_SteamInUse" ];
NETWORK_DISCONNECT_STEAM_VAC_CHECK_TIMEDOUT = 15 [(network_connection_token) = "#GameUI_Disconnect_SteamTimeOut" ];
NETWORK_DISCONNECT_STEAM_DROPPED = 16 [(network_connection_token) = "#GameUI_Disconnect_SteamDropped" ];
NETWORK_DISCONNECT_STEAM_OWNERSHIP = 17 [(network_connection_token) = "#GameUI_Disconnect_SteamOwnership" ];
NETWORK_DISCONNECT_SERVERINFO_OVERFLOW = 18 [(network_connection_token) = "#GameUI_Disconnect_ServerInfoOverflow" ];
NETWORK_DISCONNECT_TICKMSG_OVERFLOW = 19 [(network_connection_token) = "#GameUI_Disconnect_TickMessage" ];
NETWORK_DISCONNECT_STRINGTABLEMSG_OVERFLOW = 20 [(network_connection_token) = "#GameUI_Disconnect_StringTableMessage" ];
NETWORK_DISCONNECT_DELTAENTMSG_OVERFLOW = 21 [(network_connection_token) = "#GameUI_Disconnect_DeltaEntMessage" ];
NETWORK_DISCONNECT_TEMPENTMSG_OVERFLOW = 22 [(network_connection_token) = "#GameUI_Disconnect_TempEntMessage" ];
NETWORK_DISCONNECT_SOUNDSMSG_OVERFLOW = 23 [(network_connection_token) = "#GameUI_Disconnect_SoundsMessage" ];
NETWORK_DISCONNECT_SNAPSHOTOVERFLOW = 24 [(network_connection_token) = "#GameUI_Disconnect_SnapshotOverflow" ];
NETWORK_DISCONNECT_SNAPSHOTERROR = 25 [(network_connection_token) = "#GameUI_Disconnect_SnapshotError" ];
NETWORK_DISCONNECT_RELIABLEOVERFLOW = 26 [(network_connection_token) = "#GameUI_Disconnect_ReliableOverflow" ];
NETWORK_DISCONNECT_BADDELTATICK = 27 [(network_connection_token) = "#GameUI_Disconnect_BadClientDeltaTick" ];
NETWORK_DISCONNECT_NOMORESPLITS = 28 [(network_connection_token) = "#GameUI_Disconnect_NoMoreSplits" ];
NETWORK_DISCONNECT_TIMEDOUT = 29 [(network_connection_token) = "#GameUI_Disconnect_TimedOut" ];
NETWORK_DISCONNECT_DISCONNECTED = 30 [(network_connection_token) = "#GameUI_Disconnect_Disconnected" ];
NETWORK_DISCONNECT_LEAVINGSPLIT = 31 [(network_connection_token) = "#GameUI_Disconnect_LeavingSplit" ];
NETWORK_DISCONNECT_DIFFERENTCLASSTABLES = 32 [(network_connection_token) = "#GameUI_Disconnect_DifferentClassTables" ];
NETWORK_DISCONNECT_BADRELAYPASSWORD = 33 [(network_connection_token) = "#GameUI_Disconnect_BadRelayPassword" ];
NETWORK_DISCONNECT_BADSPECTATORPASSWORD = 34 [(network_connection_token) = "#GameUI_Disconnect_BadSpectatorPassword" ];
NETWORK_DISCONNECT_HLTVRESTRICTED = 35 [(network_connection_token) = "#GameUI_Disconnect_HLTVRestricted" ];
NETWORK_DISCONNECT_NOSPECTATORS = 36 [(network_connection_token) = "#GameUI_Disconnect_NoSpectators" ];
NETWORK_DISCONNECT_HLTVUNAVAILABLE = 37 [(network_connection_token) = "#GameUI_Disconnect_HLTVUnavailable" ];
NETWORK_DISCONNECT_HLTVSTOP = 38 [(network_connection_token) = "#GameUI_Disconnect_HLTVStop" ];
NETWORK_DISCONNECT_KICKED = 39 [(network_connection_token) = "#GameUI_Disconnect_Kicked" ];
NETWORK_DISCONNECT_BANADDED = 40 [(network_connection_token) = "#GameUI_Disconnect_BanAdded" ];
NETWORK_DISCONNECT_KICKBANADDED = 41 [(network_connection_token) = "#GameUI_Disconnect_KickBanAdded" ];
NETWORK_DISCONNECT_HLTVDIRECT = 42 [(network_connection_token) = "#GameUI_Disconnect_HLTVDirect" ];
NETWORK_DISCONNECT_PURESERVER_CLIENTEXTRA = 43 [(network_connection_token) = "#GameUI_Disconnect_PureServer_ClientExtra" ];
NETWORK_DISCONNECT_PURESERVER_MISMATCH = 44 [(network_connection_token) = "#GameUI_Disconnect_PureServer_Mismatch" ];
NETWORK_DISCONNECT_USERCMD = 45 [(network_connection_token) = "#GameUI_Disconnect_UserCmd" ];
NETWORK_DISCONNECT_REJECTED_BY_GAME = 46 [(network_connection_token) = "#GameUI_Disconnect_RejectedByGame" ];
NETWORK_DISCONNECT_MESSAGE_PARSE_ERROR = 47 [(network_connection_token) = "#GameUI_Disconnect_MessageParseError" ];
NETWORK_DISCONNECT_INVALID_MESSAGE_ERROR = 48 [(network_connection_token) = "#GameUI_Disconnect_InvalidMessageError" ];
NETWORK_DISCONNECT_BAD_SERVER_PASSWORD = 49 [(network_connection_token) = "#GameUI_Disconnect_BadServerPassword" ];
NETWORK_DISCONNECT_DIRECT_CONNECT_RESERVATION = 50 [(network_connection_token) = "#GameUI_Disconnect_DirectConnectReservation" ];
NETWORK_DISCONNECT_CONNECTION_FAILURE = 51 [(network_connection_token) = "#GameUI_Disconnect_ConnectionFailure" ];
NETWORK_DISCONNECT_NO_PEER_GROUP_HANDLERS = 52 [(network_connection_token) = "#GameUI_Disconnect_NoPeerGroupHandlers" ];
NETWORK_DISCONNECT_RECONNECTION = 53 [(network_connection_token) = "#GameUI_Disconnect_Reconnection" ];
NETWORK_DISCONNECT_CONNECTION_CLOSING = 54 [(network_connection_token) = "#GameUI_Disconnect_ConnectionClosing" ];
NETWORK_DISCONNECT_NO_GOTV_RELAYS_AVAILABLE = 55 [(network_connection_token) = "#GameUI_Disconnect_NoGOTVRelaysAvailable" ];
NETWORK_DISCONNECT_SESSION_MIGRATED = 56 [(network_connection_token) = "#GameUI_Disconnect_SessionMigrated" ];
NETWORK_DISCONNECT_VERYLARGETRANSFEROVERFLOW = 57 [(network_connection_token) = "#GameUI_Disconnect_VeryLargeTransferOverflow" ];
NETWORK_DISCONNECT_SENDNETOVERFLOW = 58 [(network_connection_token) = "#GameUI_Disconnect_SendNetOverflow" ];
NETWORK_DISCONNECT_PLAYER_REMOVED_FROM_HOST_SESSION = 59 [(network_connection_token) = "#GameUI_Disconnect_PlayerRemovedFromHostSession" ];
NETWORK_DISCONNECT_SERVER_DOS = 61 [(network_connection_token) = "#GameUI_Disconnect_TooManyCommands" ];
}
// Do not remove this comment due to a bug on the Mac OS X protobuf compiler