实现血战到底服务器端代码时,修改协议
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1895a22fe9
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db35c69068
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@ -262,7 +262,7 @@ enum MessageType{
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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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ROOMGAME_END_INDICATION = 11724; //游戏结束
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ROOM_GAME_END_INDICATION = 11724; //游戏结束
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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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@ -33,12 +33,14 @@ import "CommonProto.proto";
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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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optional int32 roomId = 1;
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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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optional int32 tartXY = 2;
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repeated int32 tartXYs = 2; //向目标点移动时,最终的寻路格子坐标
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}
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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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@ -47,7 +49,8 @@ import "CommonProto.proto";
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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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//先同步给其他客户端,是客户端模拟走路还是服务器端模拟,依据测试结果确定
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repeated int32 tartXYs = 2;
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}
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message RoomTriggerFightIndication{
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@ -35,7 +35,7 @@ import "CommonProto.proto";
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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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//开始游戏应答
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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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