// Copyright 2020 Google LLC // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. syntax = "proto3"; package google.maps.playablelocations.v3; import "google/api/annotations.proto"; import "google/api/field_behavior.proto"; import "google/maps/playablelocations/v3/resources.proto"; import "google/maps/playablelocations/v3/sample/resources.proto"; import "google/maps/unity/clientinfo.proto"; import "google/protobuf/duration.proto"; import "google/api/client.proto"; option csharp_namespace = "Google.Maps.PlayableLocations.V3"; option go_package = "google.golang.org/genproto/googleapis/maps/playablelocations/v3;playablelocations"; option java_multiple_files = true; option java_outer_classname = "PlayableLocationsProto"; option java_package = "com.google.maps.playablelocations.v3"; option php_namespace = "Google\\Maps\\PlayableLocations\\V3"; option objc_class_prefix = "GMPL"; // The Playable Locations API for v3. service PlayableLocations { option (google.api.default_host) = "playablelocations.googleapis.com"; // Returns a set of playable locations that lie within a specified area, // that satisfy optional filter criteria. // // Note: Identical `SamplePlayableLocations` requests can return different // results as the state of the world changes over time. rpc SamplePlayableLocations(SamplePlayableLocationsRequest) returns (SamplePlayableLocationsResponse) { option (google.api.http) = { post: "/v3:samplePlayableLocations" body: "*" }; } // Logs bad playable location reports submitted by players. // // Reports are not partially saved; either all reports are saved and this // request succeeds, or no reports are saved, and this request fails. rpc LogPlayerReports(LogPlayerReportsRequest) returns (LogPlayerReportsResponse) { option (google.api.http) = { post: "/v3:logPlayerReports" body: "*" }; } // Logs new events when playable locations are displayed, and when they are // interacted with. // // Impressions are not partially saved; either all impressions are saved and // this request succeeds, or no impressions are saved, and this request fails. rpc LogImpressions(LogImpressionsRequest) returns (LogImpressionsResponse) { option (google.api.http) = { post: "/v3:logImpressions" body: "*" }; } } // // Life of a query: // // - When a game starts in a new location, your game server issues a // [SamplePlayableLocations][google.maps.playablelocations.v3.PlayableLocations.SamplePlayableLocations] // request. The request specifies the S2 cell, and contains one or more // "criteria" for filtering: // // - Criterion 0: i locations for long-lived bases, or level 0 monsters, or... // - Criterion 1: j locations for short-lived bases, or level 1 monsters, ... // - Criterion 2: k locations for random objects. // - etc (up to 5 criterion may be specified). // // `PlayableLocationList` will then contain mutually // exclusive lists of `PlayableLocation` objects that satisfy each of // the criteria. Think of it as a collection of real-world locations that you // can then associate with your game state. // // Note: These points are impermanent in nature. E.g, parks can close, and // places can be removed. // // The response specifies how long you can expect the playable locations to // last. Once they expire, you should query the `samplePlayableLocations` API // again to get a fresh view of the real world. message SamplePlayableLocationsRequest { // Required. Specifies the area to search within for playable locations. google.maps.playablelocations.v3.sample.AreaFilter area_filter = 1 [(google.api.field_behavior) = REQUIRED]; // Required. Specifies one or more (up to 5) criteria for filtering the // returned playable locations. repeated google.maps.playablelocations.v3.sample.Criterion criteria = 2 [(google.api.field_behavior) = REQUIRED]; } // // Response for the // [SamplePlayableLocations][google.maps.playablelocations.v3.PlayableLocations.SamplePlayableLocations] // method. message SamplePlayableLocationsResponse { // Each PlayableLocation object corresponds to a game_object_type specified // in the request. map locations_per_game_object_type = 1; // Required. Specifies the "time-to-live" for the set of playable locations. // You can use this value to determine how long to cache the set of playable // locations. After this length of time, your back-end game server should // issue a new // [SamplePlayableLocations][google.maps.playablelocations.v3.PlayableLocations.SamplePlayableLocations] // request to get a fresh set of playable locations (because for example, they // might have been removed, a park might have closed for the day, a // business might have closed permanently). google.protobuf.Duration ttl = 9; } // A request for logging your player's bad location reports. message LogPlayerReportsRequest { // Required. Player reports. The maximum number of player reports that you can // log at once is 50. repeated PlayerReport player_reports = 1 [(google.api.field_behavior) = REQUIRED]; // Required. A string that uniquely identifies the log player reports request. // This allows you to detect duplicate requests. We recommend that you use // UUIDs for this value. The value must not exceed 50 characters. // // You should reuse the `request_id` only when retrying a request in the case // of a failure. In that case, the request must be identical to the one that // failed. string request_id = 2 [(google.api.field_behavior) = REQUIRED]; // Required. Information about the client device (for example, device model // and operating system). google.maps.unity.ClientInfo client_info = 3 [(google.api.field_behavior) = REQUIRED]; } // A response for the // [LogPlayerReports][google.maps.playablelocations.v3.PlayableLocations.LogPlayerReports] // method. // // This method returns no data upon success. message LogPlayerReportsResponse {} // A request for logging impressions. message LogImpressionsRequest { // Required. Impression event details. The maximum number of impression // reports that you can log at once is 50. repeated Impression impressions = 1 [(google.api.field_behavior) = REQUIRED]; // Required. A string that uniquely identifies the log impressions request. // This allows you to detect duplicate requests. We recommend that you use // UUIDs for this value. The value must not exceed 50 characters. // // You should reuse the `request_id` only when retrying a request in case of // failure. In this case, the request must be identical to the one that // failed. string request_id = 2 [(google.api.field_behavior) = REQUIRED]; // Required. Information about the client device. For example, device model // and operating system. google.maps.unity.ClientInfo client_info = 3 [(google.api.field_behavior) = REQUIRED]; } // A response for the // [LogImpressions][google.maps.playablelocations.v3.PlayableLocations.LogImpressions] // method. This method returns no data upon success. message LogImpressionsResponse {}