* merging in FriendUpdate
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commit
ba473ee9c9
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@ -11,12 +11,14 @@ message ClientMessage {
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enum Type {
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LOGIN = 100;
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LOGIN_ACK = 101;
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LOGIN_MUSIC_SESSION = 102;
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LOGIN_MUSIC_SESSION_ACK = 103;
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USER_JOINED_MUSIC_SESSION = 104;
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LEAVE_MUSIC_SESSION = 105;
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LEAVE_MUSIC_SESSION_ACK = 106;
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HEARTBEAT = 107;
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FRIEND_UPDATE = 108;
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TEST_SESSION_MESSAGE = 200;
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@ -24,7 +26,7 @@ message ClientMessage {
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PING_ACK = 301;
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TEST_CLIENT_MESSAGE = 302;
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SERVER_GENERIC_ERROR = 1000;
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SERVER_GENERIC_ERROR = 1000;
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SERVER_REJECTION_ERROR = 1001;
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SERVER_PERMISSION_ERROR = 1002;
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}
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@ -39,17 +41,18 @@ message ClientMessage {
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// One of the following messages can be populated:
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// Client-Server messages (to/from)
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optional Login login = 100; // to server
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optional LoginAck login_ack = 101; // from server
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optional LoginMusicSession login_music_session = 102; // to server
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optional LoginMusicSessionAck login_music_session_ack = 103; // from server
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optional UserJoinedMusicSession user_joined_music_session = 104; // from server to all members
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optional LeaveMusicSession leave_music_session = 105;
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optional LeaveMusicSessionAck leave_music_session_ack = 106;
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optional Heartbeat heartbeat = 107;
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optional Login login = 100; // to server
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optional LoginAck login_ack = 101; // from server
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optional LoginMusicSession login_music_session = 102; // to server
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optional LoginMusicSessionAck login_music_session_ack = 103; // from server
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optional UserJoinedMusicSession user_joined_music_session = 104; // from server to all members
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optional LeaveMusicSession leave_music_session = 105;
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optional LeaveMusicSessionAck leave_music_session_ack = 106;
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optional Heartbeat heartbeat = 107;
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optional FriendUpdate friend_update = 108; // from server to all friends of user
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// Client-Session messages (to/from)
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optional TestSessionMessage test_session_message = 200;
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optional TestSessionMessage test_session_message = 200;
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// Client-Client messages (to/from)
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optional PingRequest ping_request = 300;
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@ -148,7 +151,14 @@ message TestClientMessage {
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// route_to: server
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// send from client to server periodically to know if session is gone
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message Heartbeat {
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}
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// target: client
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// send from server to client when a user logs in
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message FriendUpdate {
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optional string user_id = 1;
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optional bool online = 2;
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}
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// route_to: client
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