summaryrefslogtreecommitdiff
path: root/game/shared/tf/tf_gcmessages.proto
blob: 01c92c9eae705d3f867090927b179220d8494c09 (plain) (blame)
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//====== 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