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mashiyu 2018-02-11 11:36:56 +08:00
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namespace java com.jmfy.thrift.idl
struct CUserData{
1: optional i32 id;
2: optional string userName;
3: optional i32 sUserId;//id
4: optional i32 permission; //
5: optional i32 level;//
6: optional i32 exp;//
7: optional i32 vipLevel; //vip
8: optional i32 gem;
9: optional i32 gold;
10: optional i32 curStamina;
11: optional i32 maxStamina;
12: optional i32 honorPoint; //
13: optional i32 gemTimes;//
14: optional i32 friendshipPoint;//
15: optional i32 areaId;//Id
16: optional string openId;//id
17: optional string img;
19: optional string systemSetting; //
20: optional i32 friendTimes;//CHAT_INFO_REQUEST
21: optional i32 sysGem;//
22: optional i32 guildHonorPoint;//
23: optional i32 isTodayFristLogin;//
24: optional i32 isFirstFail; //
25: optional i32 guildState;// 0: 1:
26: optional string danmu; //
27: optional bool isFirst; //
28: optional i32 skipNewer; //skipNewer == 1;
29: optional string captainId;
30: optional i32 maxPopulation;
31: optional i32 IsPrivilege;
33: optional i32 isRecall;
34: optional i32 isUserGmAuthority;
35: optional i32 isServerGMAuthority;
}
struct PersonalInfo{
1: optional i32 sex; //
2: optional string family; //
3: optional i32 rank; //
4: optional i32 paragraph; //
5: optional i32 bestRank; //
6: optional i32 bestParagraph; //
7: optional i32 wins; //
8: optional i32 loses; //
9: optional i32 lucky; //
10: optional i32 good; //
11: optional i32 negative; //
}
struct ItemParamInfo {
1: required i32 itemId;
2: required i32 num;
3: optional i32 randHeroId;//id
4: optional i32 typeId;//
}
struct DataInfo {
1: optional ResultData result;
2: optional string id;
3: optional i32 templateId;
4: optional i32 overlap;
5: optional i32 typeId;// 5
}
//
struct Property{
1:optional i32 proType;//
2:optional double proValue;//
}
struct CEquipInfo{
1:optional string id;//CId id穿
2:optional i32 templateId;//SId
3:optional i64 getTime;//
4:optional bool lock;//
5:optional bool wearing;//穿
6:optional list<Property> randomProperty;//
7:optional list<Property> fixProperty;//
8:optional bool addOrDelete;//add true delete false
9:optional i32 strengLevel;
}
struct EquipRandomAttribute {
1:optional i32 attriType;//
2:optional double value;//
3:optional i32 isMainAttri;//,1,0
4:optional i32 effectId;//Id
}
struct EventCard{
1:optional list<i32> haveCardId;//SIds
2:optional i32 haveAwardNum;//
3:optional i32 heroId;//id
}
struct PlotInfo {
1:optional i32 bigNode;
2:optional list<i32> smallNodeList;
3:optional bool isFinish;
4:optional i32 startId;
5:optional i32 endId;
}
struct HeroSkin{
1:optional string skinId;//CID
2:optional i32 templateId;//SID
3:optional i32 heroId;//id
4:optional i32 status;//穿
}
//TODO
struct SourceUpdate {
1:optional list<DataInfo> updateItems;
2:optional CUserData cUser;
3:optional list<CEquipInfo> cEquipList;
4:optional list<ItemParamInfo> showItems;
6:optional list<EventCard> eventCards;
7:optional list<ItemParamInfo> heroes;
8:optional list<HeroSkin> heroSkins;
}
struct ResultData {
1:required i32 resultStatus;
2:required string errorDesc;
}
struct TestThrift {
1:required i32 id;
2:required i32 test;
3:optional string name;
}
struct TeamPos {
1:optional string heroId;
2:optional i32 type;
}
struct TeamPosNum {
1:optional i32 heroTemplateId;
2:optional i32 benchTemplateHeroId; // id
3:optional i32 armyTemplateId;
4:optional i32 benchTemplateArmyId;
5:optional i32 heroIdSkillUseNum; //使
6:optional i32 armyIdUseNum;//
7:optional i32 benchHeroIdSkillUseNum;//使
8:optional i32 benchArmyIdUseNum;//
}
struct HeroData{
1: optional i32 uId;//id
2: required string heroId;
3: optional i32 templateId;//ID
4: required i32 level;
5: required i32 exp;
6: required i32 star;
7: required double attack;//
8: required double armor; //
9: required double hp;//
10: required double magicHurt;//
11: required double attackRapid; //
12: required double crit;//
13: required double magicDefence;//
14: required double dodge;//
15: required double absorb;//
16: optional i32 canBreachLevel;
17: optional i32 forces; //
18: optional i32 soulSeaLevel;//
20: optional i32 leftRestorTime; //
21: optional i32 roleBattleLeftRestorTime; //
22: optional string heroName;
23: optional i32 rateType; //
24: optional i32 haveHeroTime; //
}
struct ArmyData {
1: required string armyId;
2: required i32 templateId;
3: required i32 level;
4: required i32 exp;
5: required i32 star;
6: required double attack;//
7: required double armor; //
8: required double hp;//
9: required double magicHurt;//
10: required double attackRapid; //
11: required double crit;//
12: required double magicDefence;//
13: required double dodge;//
14: required double absorb;//
15: required double cd;//
16: optional i32 forces; //
}
struct HeroDataWithSkill{
1:optional string heroId ;//id
2:optional HeroData heroData;//
3:optional OwnerSkill heroSkill ;//
}
struct ArmyDataWithSkill {
1: optional ArmyData army;
2: optional OwnerSkill armySkill;
}
struct OwnerSkill{
1: required string ownerId ;//UID
2: list<SkillInfo> skill ;
}
struct CombatCallPet{
1: required string callPetUid;//UID
2: required i32 callPetTemplateId;//ID
3: required double hp;//
4: required double armor; //
5: required double magicHurt;//
6: required double magicDefence;//
7: required double attack;//
8: required double dodge;//
9: required double crit;//
10:required double tenacity; //
11:required double critMulity; //
12:required double hit; //
13:optional string skillId; //ID
14:optional i32 count;//
15:optional double cd;//
16: optional i32 type;//1 2 3 4 5
17: optional double useSoul;
18: optional double initEnergy;
19: optional double attackEnergy;
20: optional double skillEnergy;
21: optional double killEnergy;
22: optional double attackedEnergy;
}
struct LevelUpData {
1:required CUserData cUserData;
2:list<UpdateMap> updateMapList;
3:required bool isLevelUp;
4:optional i32 guildHonorPoint; //
5:optional i32 oldLevel;
6:optional i32 realAddExp;
}
struct UpdateMap {
1:optional i32 middleMapId;
2:optional i32 fightId;
3:optional i32 countTimes;
4:optional i32 state;
5:optional i32 middleMapStatus;//
}
struct CallPetWithSkillInfo{
1: optional CombatCallPet callPet;
2: optional OwnerSkill callPetSkill;
}
struct AwardMessage{
1: required i32 fightUnit; //
2: required string theId ; // id
3: required i32 awardXp; //
4: required i32 level; //
5: optional i32 type; //0 : 1:;
}
struct HeroUpdate{
3:optional list<AwardMessage> awardMessages;
}
struct EquipPlace {
1: required i32 location;
2: required string equipId;
}
struct WakeUp {
1: required i32 wakeUpId;
2: required i32 wakeUpLevel;
}
struct HeroLoginInfo {
1: required string heroId;
2: required i32 heroTemplateId; // ID
3: required string armyId;//id
4: required i32 armyTemplateId; // id
5: required i32 level;
6: required i32 exp;
7: required i32 star;
8: optional i32 forces; //
9: optional i64 getHeroTime; //
10:list<SkillInfo> heroSkills; //
11:list<SkillInfo> armySkill; //
12:required i32 lock;
13:optional i32 rateType;
14:optional string heroName;
15:list<EquipPlace> equipPlaces;
16:list<WakeUp> wakeUp;
17:optional i32 wakeUpState; //
}
//-----------------------------------
struct SkillBuff{
1: required i32 buffId;
2: required double keepTime;
3: required double actionBlack;
}
struct SkillResult{
1: required i32 skillResultId;
2: required i32 num;
3: required double skillPercent;
4: required double addCoefficient;
5: optional i32 callPetId;
}
struct SkillEffect{
1: required i32 skillEffectId;
2: required SkillResult skillResult;
3: optional SkillBuff skillBuff;
}
struct SkillInfo{
1: required string skillId ; //ID
2: required i32 templateId ;//ID
3: required i32 level ;//
4: required double skillCd ;//CD
5: required i32 costSoul ;//
6: list<SkillEffect> skillEffects ; //
7: required double triggerProbability ; //
8: optional list<PetData> pet;
}
struct PetData{
1: required string ownerId;
2: required string petId;
3: optional i32 templateId;//ID
4: required i32 level;
5: required string skillUid;
6: required i32 star;
7: required double attack;//
8: required double armor; //
9: required double hp;//
10: required double magicHurt;//
11: required double attackRapid; //
12: required double crit;//
13: required double magicDefence;//
14: required double dodge;//
15: required double absorb;//
16: list<SkillInfo> skills;
}
struct CarnivalMission {
1:optional i32 personalGoals;//SID
2:optional i32 schedule; //
3:optional i32 status;// 0 1 2 3
}
struct CarnivalInfo {
1:optional i64 activityCountDown; //
2:optional list<CarnivalMission> missionList;
3:optional i32 totalRewardStatus;// 1 2
4:optional i32 score; //
5:optional i32 canReward;//
6:optional i64 totalRewardCountDown;//
7:optional ResultData resultData;
}
/**
* Structs can also be exceptions, if they are nasty.
*/
exception InvalidOperException {
1: i32 errorCode;//0:error;1:success
2: string errorMessage;
}
/**
* common service
**/
service CommonIFace{
//uuid
//i64 getNextUUID(1:UUIDEnum uuidType);
//string getUUID(1:UUIDEnum uuidType,2:i32 uid);
//
//i64 getTimeNow();
//
//bool timeUp(1:i64 sometime);
}