实现血战到底服务器端代码时,修改协议

master_huanxiang
王永芳 2019-06-14 13:38:03 +08:00
parent 1895a22fe9
commit db35c69068
3 changed files with 7 additions and 4 deletions

View File

@ -262,7 +262,7 @@ enum MessageType{
ROOM_GAME_START_REQUEST = 11722; //开始游戏
ROOM_GAME_START_RESPONSE = 11723;
ROOMGAME_END_INDICATION = 11724; //游戏结束
ROOM_GAME_END_INDICATION = 11724; //游戏结束
ROOM_SYNC_MYSELF_MOVE_REQUEST = 11726; //移动同步
ROOM_SYNC_MYSELF_MOVE_RESPONSE = 11727;

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@ -33,12 +33,14 @@ import "CommonProto.proto";
// 临时背包
optional Drop temporaryItems = 8;
}
message RoomGameEndIndication{
optional int32 roomId = 1;
}
message RoomSyncMyselfMoveRequest{
optional int64 clientTimestamp = 1; //请求中的时间戳,原值返回
optional int32 tartXY = 2;
repeated int32 tartXYs = 2; //向目标点移动时,最终的寻路格子坐标
}
message RoomSyncMyselfMoveResponse{
optional int64 clientTimestamp = 1; //请求中的时间戳,原值返回
@ -47,7 +49,8 @@ import "CommonProto.proto";
message RoomSyncOtherMoveIndiction{
optional int32 uid = 1;
optional int32 tartXY = 2;
//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
repeated int32 tartXYs = 2;
}
message RoomTriggerFightIndication{

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@ -35,7 +35,7 @@ import "CommonProto.proto";
message RoomStartGameReadyRequest{
optional int32 type = 1; //type 匹配游戏类型 1血战
}
//匹配应答
//开始游戏应答
message RoomStartGameReadyResponse{
optional int32 type = 1; //type 匹配游戏类型 1血战
}