2019-06-13 14:52:12 +08:00
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package com.ljsd.jieling.protocols;
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option optimize_for = SPEED;
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import "CommonProto.proto";
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message AgentInfo {
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optional int32 playerUid = 1;
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optional int32 curHp = 2;
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optional int32 maxHp =3;
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optional int32 camp =4; //阵营 区分敌我
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optional int32 curXY =5; //所在位置
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repeated FoodBuffer foodBuffers = 6; // buff
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optional int32 reviveTime = 7; // 死亡复活剩余时间
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repeated int32 dieList = 8; // 死亡计数(按顺序记录杀死自己的玩家uid)
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repeated int32 killList = 9; // 杀人计数(按顺序记录自己杀死的玩家uid)
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}
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2019-06-13 17:28:11 +08:00
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message RoomGameStartRequest{
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2019-06-13 14:52:12 +08:00
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//时间戳,用户客户端修正因网络延时引起的误差,是否使用由实现机制决定,暂时保留
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optional int64 clientTimestamp = 1;
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}
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2019-06-13 17:28:11 +08:00
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message RoomGameStartResponse{
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2019-06-13 14:52:12 +08:00
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optional int64 clientTimestamp = 1; //请求中的时间戳,原值返回
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optional int64 serverTimestamp = 2; //服务器端时间戳
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optional int32 mapId =3;
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// 地图信息
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repeated Cell mapList = 4;
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// 所用英雄
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optional AgentInfo agentInfo = 5;
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// 其他人
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repeated AgentInfo otherAgentInfos = 6;
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// 探索地图剩余时间(秒)
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optional int32 leftTime = 7;
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// 临时背包
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optional Drop temporaryItems = 8;
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2019-06-14 10:00:04 +08:00
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}
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message RoomGameEndIndication{
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2019-06-13 14:52:12 +08:00
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}
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2019-06-13 17:28:11 +08:00
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message RoomSyncMyselfMoveRequest{
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2019-06-13 14:52:12 +08:00
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optional int64 clientTimestamp = 1; //请求中的时间戳,原值返回
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optional int32 tartXY = 2;
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}
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2019-06-13 17:28:11 +08:00
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message RoomSyncMyselfMoveResponse{
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2019-06-13 14:52:12 +08:00
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optional int64 clientTimestamp = 1; //请求中的时间戳,原值返回
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optional int64 serverTimestamp = 2; //服务器端时间戳
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}
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2019-06-13 17:28:11 +08:00
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message RoomSyncOtherMoveIndiction{
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optional int32 uid = 1;
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optional int32 tartXY = 2;
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}
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message RoomTriggerFightIndication{
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2019-06-13 14:52:12 +08:00
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//参与战斗的用户ID
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optional AgentInfo player1 = 1;
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optional AgentInfo player2 = 2;
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optional int32 result = 3; //1 player1胜 2 player2胜
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}
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