syntax = "proto2";
import "steammessages_base.proto";
import "steammessages_unified_base.proto";

option py_generic_services = true;

message CGameNotifications_Variable {
	optional string key = 1;
	optional string value = 2;
}

message CGameNotifications_LocalizedText {
	optional string token = 1;
	repeated .CGameNotifications_Variable variables = 2;
	optional string rendered_text = 3;
}

message CGameNotifications_UserStatus {
	optional fixed64 steamid = 1;
	optional string state = 2;
	optional .CGameNotifications_LocalizedText title = 3;
	optional .CGameNotifications_LocalizedText message = 4;
}

message CGameNotifications_CreateSession_Request {
	optional uint32 appid = 1;
	optional uint64 context = 2;
	optional .CGameNotifications_LocalizedText title = 3;
	repeated .CGameNotifications_UserStatus users = 4;
	optional fixed64 steamid = 5;
}

message CGameNotifications_CreateSession_Response {
	optional uint64 sessionid = 1;
}

message CGameNotifications_DeleteSession_Request {
	optional uint64 sessionid = 1;
	optional uint32 appid = 2;
	optional fixed64 steamid = 3;
}

message CGameNotifications_DeleteSession_Response {
}

message CGameNotifications_UpdateSession_Request {
	optional uint64 sessionid = 1;
	optional uint32 appid = 2;
	optional .CGameNotifications_LocalizedText title = 3;
	repeated .CGameNotifications_UserStatus users = 4;
	optional fixed64 steamid = 6;
}

message CGameNotifications_UpdateSession_Response {
}

message CGameNotifications_EnumerateSessions_Request {
	optional uint32 appid = 1;
	optional bool include_all_user_messages = 3;
	optional bool include_auth_user_message = 4;
	optional string language = 5;
}

message CGameNotifications_Session {
	optional uint64 sessionid = 1;
	optional uint64 appid = 2;
	optional uint64 context = 3;
	optional .CGameNotifications_LocalizedText title = 4;
	optional uint32 time_created = 5;
	optional uint32 time_updated = 6;
	repeated .CGameNotifications_UserStatus user_status = 7;
}

message CGameNotifications_EnumerateSessions_Response {
	repeated .CGameNotifications_Session sessions = 1;
}

message CGameNotifications_GetSessionDetails_Request {
	message RequestedSession {
		optional uint64 sessionid = 1;
		optional bool include_auth_user_message = 3;
	}

	repeated .CGameNotifications_GetSessionDetails_Request.RequestedSession sessions = 1;
	optional uint32 appid = 2;
	optional string language = 3;
}

message CGameNotifications_GetSessionDetails_Response {
	repeated .CGameNotifications_Session sessions = 1;
}

message GameNotificationSettings {
	optional uint32 appid = 1;
	optional bool allow_notifications = 2;
}

message CGameNotifications_UpdateNotificationSettings_Request {
	repeated .GameNotificationSettings game_notification_settings = 1;
}

message CGameNotifications_UpdateNotificationSettings_Response {
}

message CGameNotifications_OnNotificationsRequested_Notification {
	optional fixed64 steamid = 1;
	optional uint32 appid = 2;
}

message CGameNotifications_OnUserStatusChanged_Notification {
	optional fixed64 steamid = 1;
	optional uint64 sessionid = 2;
	optional uint32 appid = 3;
	optional .CGameNotifications_UserStatus status = 4;
	optional bool removed = 5;
}

service GameNotifications {
	rpc UserCreateSession (.CGameNotifications_CreateSession_Request) returns (.CGameNotifications_CreateSession_Response);
	rpc UserDeleteSession (.CGameNotifications_DeleteSession_Request) returns (.CGameNotifications_DeleteSession_Response);
	rpc UserUpdateSession (.CGameNotifications_UpdateSession_Request) returns (.CGameNotifications_UpdateSession_Response);
	rpc EnumerateSessions (.CGameNotifications_EnumerateSessions_Request) returns (.CGameNotifications_EnumerateSessions_Response);
	rpc GetSessionDetails (.CGameNotifications_GetSessionDetails_Request) returns (.CGameNotifications_GetSessionDetails_Response);
	rpc UpdateNotificationSettings (.CGameNotifications_UpdateNotificationSettings_Request) returns (.CGameNotifications_UpdateNotificationSettings_Response);
}

service GameNotificationsClient {
	option (service_execution_site) = k_EProtoExecutionSiteSteamClient;

	rpc OnNotificationsRequested (.CGameNotifications_OnNotificationsRequested_Notification) returns (.NoResponse);
	rpc OnUserStatusChanged (.CGameNotifications_OnUserStatusChanged_Notification) returns (.NoResponse);
}
