增加房间游戏结束协议
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@ -252,20 +252,24 @@ enum MessageType{
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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_MATCH_SUCCESS_INDICATION = 11716;
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ROOM_START_GAME_INDICATION = 11718; //开始游戏推送
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ROOM_START_GAME_READY_REQUEST = 11718; //准备
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ROOM_START_GAME_READY_RESPONSE = 11719;
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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_START_GAME_INDICATION = 11720; //开始游戏推送
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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_GAME_START_REQUEST = 11722; //开始游戏
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ROOM_GAME_START_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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ROOMGAME_END_INDICATION = 11724; //游戏结束
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ROOM_TRIGGER_FIGHT_INDICATION = 11726; //触发战斗
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ROOM_SYNC_MYSELF_MOVE_REQUEST = 11726; //移动同步
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ROOM_SYNC_MYSELF_MOVE_RESPONSE = 11727;
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ROOM_SYNC_OTHER_MOVE_INDICTION = 11728; //移动其他用户的位置
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ROOM_TRIGGER_FIGHT_INDICATION = 11730; //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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@ -32,7 +32,9 @@ import "CommonProto.proto";
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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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}
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message RoomGameEndIndication{
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}
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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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@ -11,7 +11,7 @@ import "CommonProto.proto";
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}
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//匹配应答
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message RoomMatchResponse{
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optional bool result = 1; //true 请求匹配成功,false 请求匹配失败
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optional bool result = 1; //0 成功
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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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@ -26,6 +26,11 @@ import "CommonProto.proto";
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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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message RoomMatchSuccessIndication{
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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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//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 RoomStartGameReadyRequest{
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optional int32 type = 1; //type 匹配游戏类型 1血战
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