在匹配成功创建房间后,发送地图信息
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db35c69068
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@ -3,35 +3,17 @@ 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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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 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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// 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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optional int64 serverTimestamp = 2; //服务器端时间戳
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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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optional int32 leftTime = 3;
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}
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message RoomGameEndIndication{
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@ -55,8 +37,8 @@ import "CommonProto.proto";
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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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optional int32 player1 = 1;
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optional int32 player2 = 2;
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optional int32 result = 3; //1 player1胜 2 player2胜
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}
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@ -3,6 +3,18 @@ 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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//因为多个人在一个房间中战斗,需要实现实时的处理方案
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//匹配进入的房间
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@ -29,6 +41,13 @@ import "CommonProto.proto";
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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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optional int32 mapId =3;
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// 地图信息
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repeated Cell mapList = 4;
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// 其他人
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repeated AgentInfo agentInfos = 5; //playerUid和自己一致的就是自己的信息
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// 临时背包
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optional Drop temporaryItems = 6;
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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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