整理血战协议及消息ID
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@ -244,6 +244,28 @@ enum MessageType{
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REFRESH_FRIEND_STATE_REQEUST= 11710; //刷新好友在线状态
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REFRESH_FRIEND_STATE_RESPONSE = 11711;
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ROOM_MATCH_REQUEST = 11712; //请求匹配
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ROOM_MATCH_RESPONSE = 11713;
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ROOM_CANCEL_MATCH_REQUEST = 11714; //取消匹配
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ROOM_CANCEL_MATCH_RESPONSE = 11715;
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ROOM_START_GAME_READY_REQUEST = 11716; //准备
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ROOM_START_GAME_READY_RESPONSE = 11717;
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ROOM_START_GAME_INDICATION = 11718; //开始游戏推送
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ROOM_GAME_START_REQUEST = 11720; //开始游戏
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ROOM_GAME_START_RESPONSE = 11721;
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ROOM_SYNC_MYSELF_MOVE_REQUEST = 11722; //移动同步
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ROOM_SYNC_MYSELF_MOVE_RESPONSE = 11723;
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ROOM_SYNC_OTHER_MOVE_INDICTION = 11724; //移动其他用户的位置
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ROOM_TRIGGER_FIGHT_INDICATION = 11726; //触发战斗
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// S 11800
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SUCCESS_RESPONSE = 11800; // 通用成功回复
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@ -14,11 +14,11 @@ import "CommonProto.proto";
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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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message GameStartRequest{
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message RoomGameStartRequest{
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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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message GameStartResponse{
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message RoomGameStartResponse{
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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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@ -34,16 +34,21 @@ import "CommonProto.proto";
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optional Drop temporaryItems = 8;
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}
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message SyncMyselfMoveRequest{
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message RoomSyncMyselfMoveRequest{
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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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message SyncMyselfMoveResponse{
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message RoomSyncMyselfMoveResponse{
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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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message SyncOtherFightIndication{
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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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//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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@ -27,15 +27,15 @@ import "CommonProto.proto";
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}
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//必须有准备过程防止因为机器性能原因导致,性能好的先进入游戏
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message StartGameReadyRequest{
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message RoomStartGameReadyRequest{
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optional int32 type = 1; //type 匹配游戏类型 1血战
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}
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//匹配应答
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message StartGameReadyResponse{
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message RoomStartGameReadyResponse{
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optional int32 type = 1; //type 匹配游戏类型 1血战
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}
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message StartGameIndication{
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message RoomStartGameIndication{
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optional int32 roomId = 1;
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optional int32 type = 2; //type 匹配游戏类型 1血战
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}
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