diff --git a/protos/MessageTypeProto.proto b/protos/MessageTypeProto.proto index 64f2fb8..e19fc60 100644 --- a/protos/MessageTypeProto.proto +++ b/protos/MessageTypeProto.proto @@ -252,20 +252,24 @@ enum MessageType{ ROOM_CANCEL_MATCH_REQUEST = 11714; //取消匹配 ROOM_CANCEL_MATCH_RESPONSE = 11715; - ROOM_START_GAME_READY_REQUEST = 11716; //准备 - ROOM_START_GAME_READY_RESPONSE = 11717; + ROOM_MATCH_SUCCESS_INDICATION = 11716; - ROOM_START_GAME_INDICATION = 11718; //开始游戏推送 + ROOM_START_GAME_READY_REQUEST = 11718; //准备 + ROOM_START_GAME_READY_RESPONSE = 11719; - ROOM_GAME_START_REQUEST = 11720; //开始游戏 - ROOM_GAME_START_RESPONSE = 11721; + ROOM_START_GAME_INDICATION = 11720; //开始游戏推送 - ROOM_SYNC_MYSELF_MOVE_REQUEST = 11722; //移动同步 - ROOM_SYNC_MYSELF_MOVE_RESPONSE = 11723; + ROOM_GAME_START_REQUEST = 11722; //开始游戏 + ROOM_GAME_START_RESPONSE = 11723; - ROOM_SYNC_OTHER_MOVE_INDICTION = 11724; //移动其他用户的位置 + ROOMGAME_END_INDICATION = 11724; //游戏结束 - ROOM_TRIGGER_FIGHT_INDICATION = 11726; //触发战斗 + ROOM_SYNC_MYSELF_MOVE_REQUEST = 11726; //移动同步 + ROOM_SYNC_MYSELF_MOVE_RESPONSE = 11727; + + ROOM_SYNC_OTHER_MOVE_INDICTION = 11728; //移动其他用户的位置 + + ROOM_TRIGGER_FIGHT_INDICATION = 11730; //触发战斗 // S 11800 SUCCESS_RESPONSE = 11800; // 通用成功回复 diff --git a/protos/RoomFightProto.proto b/protos/RoomFightProto.proto index 24307d7..9796cf2 100644 --- a/protos/RoomFightProto.proto +++ b/protos/RoomFightProto.proto @@ -32,7 +32,9 @@ import "CommonProto.proto"; optional int32 leftTime = 7; // 临时背包 optional Drop temporaryItems = 8; - + } + message RoomGameEndIndication{ + } message RoomSyncMyselfMoveRequest{ optional int64 clientTimestamp = 1; //请求中的时间戳,原值返回 diff --git a/protos/RoomProto.proto b/protos/RoomProto.proto index d6d297a..cadca54 100644 --- a/protos/RoomProto.proto +++ b/protos/RoomProto.proto @@ -11,7 +11,7 @@ import "CommonProto.proto"; } //匹配应答 message RoomMatchResponse{ - optional bool result = 1; //true 请求匹配成功,false 请求匹配失败 + optional bool result = 1; //0 成功 optional int32 type = 2; //type 匹配游戏类型 1血战 } @@ -26,6 +26,11 @@ import "CommonProto.proto"; optional int32 type = 2; //type 匹配游戏类型 1血战 } + message RoomMatchSuccessIndication{ + optional int32 roomId = 1; + optional int32 type = 2; //type 匹配游戏类型 1血战 + } + //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 message RoomStartGameReadyRequest{ optional int32 type = 1; //type 匹配游戏类型 1血战