diff --git a/src/main/thrift/idl/common.thrift b/src/main/thrift/idl/common.thrift deleted file mode 100644 index 619fd0e..0000000 --- a/src/main/thrift/idl/common.thrift +++ /dev/null @@ -1,404 +0,0 @@ -namespace java com.jmfy.thrift.idl - -struct CUserData{ - 1: optional i32 id; - 2: optional string userName; - 3: optional i32 sUserId;//模板id - 4: optional i32 permission; //玩家的权限 - 5: optional i32 level;//用户等级 - 6: optional i32 exp;//当前经验 - 7: optional i32 vipLevel; //用户vip等级 - 8: optional i32 gem; - 9: optional i32 gold; - 10: optional i32 curStamina; - 11: optional i32 maxStamina; - 12: optional i32 honorPoint; // 荣誉点 - 13: optional i32 gemTimes;//剩余购买次数 - 14: optional i32 friendshipPoint;//友情点 - 15: optional i32 areaId;//区域Id - 16: optional string openId;//开启id - 17: optional string img; - 19: optional string systemSetting; // 系统设置 - 20: optional i32 friendTimes;//剩余购买CHAT_INFO_REQUEST次数 - 21: optional i32 sysGem;//系统放的钻石 - 22: optional i32 guildHonorPoint;//公会荣誉点 - 23: optional i32 isTodayFristLogin;//是否是今天第一次登录 - 24: optional i32 isFirstFail; //第一次关卡失败新手 - 25: optional i32 guildState;//加入公会状态 0:未加入 1:已加入 - 26: optional string danmu; // 弹幕 - 27: optional bool isFirst; // 是否第一次钻石单抽 - 28: optional i32 skipNewer; //skipNewer == 1;跳过剧情 - 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; // 性别 - 2: optional string family; // 家族 - 3: optional i32 rank; // 当前排名 - 4: optional i32 paragraph; // 当前段位 - 5: optional i32 bestRank; // 最佳赛季排名 - 6: optional i32 bestParagraph; // 最佳赛季段位 - 7: optional i32 wins; // 总胜场 - 8: optional i32 loses; // 总负场 - 9: optional i32 lucky; // 幸运值 - 10: optional i32 good; // 好评 - 11: optional i32 negative; // 差评 -} - - - -struct ItemParamInfo { - 1: required i32 itemId; - 2: required i32 num; - 3: optional i32 randHeroId;//抽卡抽到英雄兑换碎片的英雄id - 4: optional i32 typeId;//用来标记类型 -} - -struct DataInfo { - 1: optional ResultData result; - 2: optional string id; - 3: optional i32 templateId; - 4: optional i32 overlap; - 5: optional i32 typeId;//用来标记类型 5是装备宝石 -} - -//属性 -struct Property{ - 1:optional i32 proType;//属性类型 - 2:optional double proValue;//属性值 -} - -struct CEquipInfo{ - 1:optional string id;//C表Id 用此id请求穿装备接口 - 2:optional i32 templateId;//S表Id - 3:optional i64 getTime;//入手时间 - 4:optional bool lock;//是否上锁 - 5:optional bool wearing;//是否穿戴 - 6:optional list randomProperty;//随机属性 - 7:optional list fixProperty;//固定属性 - 8:optional bool addOrDelete;//add true delete false - 9:optional i32 strengLevel; -} - -struct EquipRandomAttribute { - 1:optional i32 attriType;//属性类型 - 2:optional double value;//属性值 - 3:optional i32 isMainAttri;//是否是主属性,1是,0不是 - 4:optional i32 effectId;//效果Id -} - -struct EventCard{ - 1:optional list haveCardId;//S表Ids - 2:optional i32 haveAwardNum;//已经领取过卡的奖励数 - 3:optional i32 heroId;//所属英雄id -} - -struct PlotInfo { - 1:optional i32 bigNode; - 2:optional list smallNodeList; - 3:optional bool isFinish; - 4:optional i32 startId; - 5:optional i32 endId; -} - -struct HeroSkin{ - 1:optional string skinId;//C表ID - 2:optional i32 templateId;//S表ID - 3:optional i32 heroId;//所属英雄id - 4:optional i32 status;//穿戴状态 -} - -//TODO -struct SourceUpdate { - 1:optional list updateItems; - 2:optional CUserData cUser; - 3:optional list cEquipList; - 4:optional list showItems; - 6:optional list eventCards; - 7:optional list heroes; - 8:optional list 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; // 替补英雄id - 3:optional i32 armyTemplateId; - 4:optional i32 benchTemplateArmyId; - 5:optional i32 heroIdSkillUseNum; //妖灵师技能使用次数 - 6:optional i32 armyIdUseNum;//兽释放总量 - 7:optional i32 benchHeroIdSkillUseNum;//替补妖灵师使用次数 - 8:optional i32 benchArmyIdUseNum;//替补妖兽释放总量 -} - - struct HeroData{ - 1: optional i32 uId;//所属于的用户id - 2: required string heroId; - 3: optional i32 templateId;//静态模板ID - 4: required i32 level; - 5: required i32 exp; - 6: required i32 star; - - 7: required double attack;//基础攻击 - 8: required double armor; //护甲 - 9: required double hp;//生命 - 10: required double magicHurt;//法伤 - - 11: required double attackRapid; //攻击急速 - 12: required double crit;//暴击 - 13: required double magicDefence;//魔抗 - 14: required double dodge;//闪避 - 15: required double absorb;//物理吸收 - - 16: optional i32 canBreachLevel; - 17: optional i32 forces; // 战斗力 - 18: optional i32 soulSeaLevel;//灵魂海 - 20: optional i32 leftRestorTime; // - 21: optional i32 roleBattleLeftRestorTime; // - 22: optional string heroName; - 23: optional i32 rateType; // 英雄品级 - 24: optional i32 haveHeroTime; // 获得英雄时间 - } - - -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;//基础攻击 - 7: required double armor; //护甲 - 8: required double hp;//生命 - 9: required double magicHurt;//法伤 - 10: required double attackRapid; //攻击急速 - 11: required double crit;//暴击 - 12: required double magicDefence;//魔抗 - 13: required double dodge;//闪避 - 14: required double absorb;//物理吸收 - 15: required double cd;//士兵召唤冷却时间 - 16: optional i32 forces; // 战斗力 -} - -struct HeroDataWithSkill{ - 1:optional string heroId ;//单位的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 ;//所属的英雄或者士兵的UID - 2: list skill ; -} - -struct CombatCallPet{ - 1: required string callPetUid;//召唤物UID - 2: required i32 callPetTemplateId;//召唤物的静态ID - 3: required double hp;//生命 - 4: required double armor; //护甲 - 5: required double magicHurt;//法伤 - 6: required double magicDefence;//魔抗 - 7: required double attack;//基础攻击 - 8: required double dodge;//闪避 - 9: required double crit;//暴击 - 10:required double tenacity; // 抗暴击 - 11:required double critMulity; // 暴击倍数 - 12:required double hit; // 命中 - 13:optional string skillId; //所属的技能动态ID - 14:optional i32 count;//士兵人口数量 - 15:optional double cd;//士兵召唤冷却时间 - 16: optional i32 type;//1英雄 2士兵 3召唤物 4机器人英雄 5机器人士兵 - 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 updateMapList; - 3:required bool isLevelUp; - 4:optional i32 guildHonorPoint; // 公会荣誉点 - 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;//对应中地图状态 -} - -struct CallPetWithSkillInfo{ - 1: optional CombatCallPet callPet; - 2: optional OwnerSkill callPetSkill; -} - -struct AwardMessage{ - 1: required i32 fightUnit; // 战斗单位的类型 - 2: required string theId ; // 单位的id - 3: required i32 awardXp; // 得到的经验 - 4: required i32 level; // 返回的等级 - 5: optional i32 type; //0 :上阵 1:替补; -} - - struct HeroUpdate{ - 3:optional list 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; // 静态模板ID - 3: required string armyId;//士兵动态id - 4: required i32 armyTemplateId; // 士兵静态id - 5: required i32 level; - 6: required i32 exp; - 7: required i32 star; - 8: optional i32 forces; // 战斗力 - 9: optional i64 getHeroTime; // 获得英雄时间 - 10:list heroSkills; // 该英雄技能信息的列表 - 11:list armySkill; // 士兵技能 - 12:required i32 lock; - 13:optional i32 rateType; - 14:optional string heroName; - 15:list equipPlaces; - 16:list wakeUp; - 17:optional i32 wakeUpState; // 觉醒状态 -} - - - //-----------------------------------技能 -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 ; //技能动态ID - 2: required i32 templateId ;//静态模板ID - 3: required i32 level ;//技能等级 - 4: required double skillCd ;//技能CD - 5: required i32 costSoul ;//升级消耗的魂 - 6: list skillEffects ; //多条效果 - 7: required double triggerProbability ; //触发概率 - 8: optional list pet; -} - - -struct PetData{ - 1: required string ownerId; - 2: required string petId; - 3: optional i32 templateId;//静态模板ID - 4: required i32 level; - 5: required string skillUid; - 6: required i32 star; - 7: required double attack;//基础攻击 - 8: required double armor; //护甲 - 9: required double hp;//生命 - 10: required double magicHurt;//法伤 - 11: required double attackRapid; //攻击急速 - 12: required double crit;//暴击 - 13: required double magicDefence;//魔抗 - 14: required double dodge;//闪避 - 15: required double absorb;//物理吸收 - 16: list skills; - } - -struct CarnivalMission { - 1:optional i32 personalGoals;//S表ID - 2:optional i32 schedule; // 任务进度 - 3:optional i32 status;//领取状态 0未完成 1可领取 2已领取 3明日开启 -} - -struct CarnivalInfo { - 1:optional i64 activityCountDown; //活动倒计时 - 2:optional list missionList; - 3:optional i32 totalRewardStatus;//领取状态 1可领取 2已领取 - 4:optional i32 score; //积分 - 5:optional i32 canReward;//可领奖励 - 6:optional i64 totalRewardCountDown;//领取倒计时 - 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{ - //获取uuid - //i64 getNextUUID(1:UUIDEnum uuidType); - - //string getUUID(1:UUIDEnum uuidType,2:i32 uid); - - //获取系统时间 - //i64 getTimeNow(); - - //是否到达某个时间 - //bool timeUp(1:i64 sometime); - - } - - -