301 lines
9.6 KiB
Protocol Buffer
301 lines
9.6 KiB
Protocol Buffer
package rpc.protocols;
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option optimize_for = SPEED;
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import "CommonProto.proto";
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message GetArenaInfoResponse{
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optional ArenaInfo arenaInfo = 1;
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}
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message GetArenaRankInfoRequest{
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optional int32 page = 1; //页数
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}
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message ArenaChallengeRequest{
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optional int32 teamId =1; // 本人进攻队伍id
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optional int32 challengeUid = 2 ;// 对手uid
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optional int32 skipFight = 3 ;// 1:标识跳过战斗 0: 不跳过战斗
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}
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message ArenaChallengeResponse{
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optional int32 myScoreChange = 1 ; //我的分数变化值
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optional int32 defScoreChange =2; // 对手分数变化值
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repeated ArenaEnemy arenaEnemys = 3; //新的一批对手信息
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optional FightData fightData =4; // 战斗数据
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optional int32 fightResult = 5 ;// 战斗结果
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optional Drop drop = 6;
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}
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message GetArenaRankInfoResponse{
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repeated ArenaEnemy rankInfos = 1; //成员排名信息
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optional int32 myscore = 2; //我的积分
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optional int32 myRank =3 ;// 我的排名
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}
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message ArenaRandomResponse{
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repeated ArenaEnemy arenaEnemys = 1; //新的一批对手信息
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}
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message ArenaRecordInfoResponse{
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repeated ArenaRecordInfo arenaRecordInfo =1;
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}
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message PlayWithSbRequest{
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optional int32 challengeUid =1;
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optional int32 myteamId = 2;
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optional int32 cross = 3;//是否跨服 0 本服 1跨服
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}
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message PlayWithSbResponse{
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optional FightData fightData =1; // 战斗数据
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}
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message ChampionGetInfoResponse{
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optional int32 joinState = 1; // 0:未参加 1:参加
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optional int32 progress = 2;// 进度 选拨赛|决赛 第几轮 阶段(准备、竞猜、战斗、结束)
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optional int32 endTime = 3; //进度结束时间
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optional int32 myrank = 4; //排名
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optional int32 maxRank = 5; //历史最高排名
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optional ChampionBattleInfo championBattleInfo=6;
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optional int32 myscore= 7;
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optional int32 process = 8;// 3局两胜 -1 初始值 0final负 1final胜 2 胜 3 负 4 胜负 5 负胜
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optional bool loser = 9;//是否被淘汰
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}
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message ChampionProgressUpdateIndication{
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optional int32 progress = 1;// 进度
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optional int32 endTime = 2; //进度结束时间
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}
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//获取竞猜信息
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message ChampionGetBetRequest{
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optional int32 type =1; // 0 全量 1 : 只给ChampionBetInfo
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}
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message ChampionGetBetResponse{
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optional ChampionBattleInfo championBattleInfo=1; //竞猜队伍信息
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optional ChampionBetInfo championBetInfo = 2;// 竞猜押注信息
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optional int32 winUid = 3; //我压得是
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optional int32 process = 4;// 3局两胜 -1 初始值 0final负 1final胜2 胜 3 负 4 胜负 5 负胜
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optional int32 myBetCoins = 5; // 我的下注
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}
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message ChampionBetReqeust{
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optional int32 winUid = 1 ; //押注x胜利
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optional int32 coins = 2 ;//筹码
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}
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message ChampionGetWorldRankRequest{
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optional int32 page = 1;
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optional int32 type=2; // 0 默认世界排行榜 1 :小组
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}
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message ChampionGetWorldRankResponse{
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repeated ArenaEnemy rankInfos = 1; //成员排名信息
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optional ArenaEnemy myInfo =3 ;// 我的排名
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}
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message ChampionTwoEnemInfo{
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optional ArenaEnemy redEnemy = 1; //我的信息 或者攻击者信息
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optional ArenaEnemy blueEnemy = 2; //对方信息
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optional int32 fightResult = 3 ;// 战斗结果 -1表示 正在进行时
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optional int32 roundTimes = 4; //轮数
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optional string id = 5;// 唯一标识id
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}
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message ChampionMyBetDetail{
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optional ChampionTwoEnemInfo enemyPairInfo = 1; //我的信息 或者攻击者信息
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optional int32 betResult = 2 ;//竞猜结果 0 即将开始 1 : 正在进行 2 : 竞猜成功 3 :竞猜失败 23 修改为竞猜的id
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optional int32 myBetCoins = 3; // 我的下注
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optional int32 myWinCoins = 4; // 我获取
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}
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message ChanpionGetAllMyBattleHistoryResponse{
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repeated ChampionTwoEnemInfo enemyPairInfo =1; // -1 即将开始
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}
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message ChampionGetAllMyBetInfoResponse{
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repeated ChampionMyBetDetail championMyBetDetails =1;
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}
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message ChampionViewFinalRequest{
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optional int32 type = 1 ;// 1 32强 2:4强
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optional int32 page = 2 ;// 分页
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}
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message ChampionViewFinalResponse{
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repeated ChampionBattlePairInfo championBattlePairInfo=1;
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}
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message ChampionGuessSuccessIndication{
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optional int32 roundTimes =1;
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optional int32 itemId = 2;
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optional int32 itemNum = 3;
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}
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message TakeArenaBattleRewardRequest{
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optional int32 missionId = 1;
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}
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message TakeArenaBattleRewardResponse{
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optional Drop drop = 1;
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}
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//玉虚论道面板数据
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message CrossYuXuLunDaoGetInfoRequest{
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optional int32 type = 1; //0:红点数据请求 1:正常请求
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}
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message CrossYuXuLunDaoGetInfoResponse{
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optional bool isFirst= 1;//是否赛季第一次请求
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repeated ArenaPersonInfo arenaEnemys = 2; //新的一批对手信息
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optional int32 oldMyscore = 3; //被挑战前积分
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optional int32 newMyscore = 4; //被挑战后积分
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optional int32 oldLevelId = 5; //被挑战前段位
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optional int32 newLevelId = 6; //被挑战后段位
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optional int32 myRank = 7 ;// 我的排名
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repeated Drop drop =8 ;//赛季重置奖励
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repeated int32 dailyRewardState =9;//日常奖励状态
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optional int32 changedTimes = 10 ;// 今日已挑战次数
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repeated Drop updrop =11 ;//升段奖励
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}
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//玉虚论道挑战前双方面板数据
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message CrossYuXuLunDaoChallengeBeforeRequest{
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optional int32 playerId = 1;
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optional int32 defId = 2;
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}
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message CrossYuXuLunDaoChallengeBeforeResponse{
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optional TeamOneInfo myTeamInfo = 1;//己方面板数据
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optional TeamOneInfo defTeamInfo = 2;//对方面板数据
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}
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//玉虚论道挑战
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message CrossYuXuLunDaoChallengeRequest{
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repeated int32 teamId = 1; //本人进攻队伍一id 队伍二id 队伍三id
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optional int32 challengeUid = 2 ;// 对手uid
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optional int32 challengeType = 3 ;// 0免费挑战|1消耗物品挑战
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}
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message CrossYuXuLunDaoChallengeResponse{
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optional int32 myScore = 1 ; //我的分数值 +25
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optional int32 defScore =2; // 对手分数值 -25
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repeated ArenaPersonInfo arenaEnemys = 3; //新的一批对手信息
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repeated FightData fightData =4; // 战斗数据
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repeated int32 fightResult = 5 ;// 战斗结果
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repeated Drop drop = 6;
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optional int32 myRank =7 ;// 我的排名
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optional int32 changedTimes = 8 ;// 今日已挑战次数
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optional int32 myNewScore = 9; // 我的最新分数值
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}
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//玉虚论道换一批
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message CrossYuXuLunDaoChangeEnemyInfoRequest{
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}
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message CrossYuXuLunDaoChangeEnemyInfoResponse{
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repeated ArenaPersonInfo arenaEnemys = 1; //新的一批对手信息
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}
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//玉虚论道领取日常奖励
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message CrossYuXuLunDaoGetDailyRewardRequest{
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optional int32 type = 1; //第几个宝箱 从0开始
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}
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message CrossYuXuLunDaoGetDailyRewardResponse{
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optional bool isSuccess = 1 ;//是否领取成功
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optional Drop drop = 2 ;//日常奖励
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}
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//玉虚论道战斗回放列表
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message CrossYuXuLunDaoBattleRecordRequest{
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optional int32 uid =1 ;
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}
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message CrossYuXuLunDaoBattleRecordResponse{
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repeated crossYxldPlayerRecordInfo recordData = 1;//没有队伍,战斗数据
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}
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//玉虚论道战斗回放详情
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message CrossYuXuLunDaoBattleDetailRecordRequest{
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optional int32 uid =1 ;
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optional int32 num =2 ;//第几条数据 从1开始
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}
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message CrossYuXuLunDaoBattleDetailRecordResponse{
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optional crossYxldPlayerRecordInfo recordData = 1;
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}
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//灵脉秘境列表
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message CrossLingmaiSecretAreaInfoRequest{
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optional int32 page =1 ;//第几页 0默认是自己当前页
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}
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message CrossLingmaiSecretAreaInfoResponse{
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optional int32 state =1 ;//0未开启 1抢夺 2休战
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optional int32 myOccupyId =2 ;//自己占领的灵脉id
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optional int32 myOccupyTime =3 ;//自己占领的灵脉id的时间
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optional int32 remainChangeTimes = 4 ;//剩余挑战次数
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repeated ArenaPersonInfo lingmaiData = 5;//当前页的灵脉数据
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optional int32 timePoint =6 ;// 下一阶段的时间戳
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}
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//灵脉秘境挑战
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message CrossLingmaiSecretAreaRequest{
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optional int32 id =1 ;//灵脉id
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optional int32 privilageTypeId = 2;//特权id
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}
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message CrossLingmaiSecretAreaResponse{
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optional FightData fightData =1; // 战斗数据
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optional int32 result =2 ;//战斗结果
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}
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//灵脉秘境记录
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message CrossLingmaiSecretAreaRecordRequest{
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}
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message CrossLingmaiSecretAreaRecordResponse{
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repeated LingMaiSecretRecord recordData = 1;
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}
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message CrossLingmaiIndicationResponse{
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}
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// 获取新竞技场信息
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message GetNewArenaInfoRequest{
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}
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message GetNewArenaInfoResponse{
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optional int32 ranking = 1;//我的排名
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optional int64 score = 2;//我的积分
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optional int32 roomId = 3;//房间id
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optional int32 lvScore = 4;//段位积分
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optional int32 fightNum = 5;//挑战次数
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repeated int32 receivedBox = 6;//已领取得盒子id
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repeated ArenaPersonInfo opponent = 7;//对手信息
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}
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//刷新竞技场对手信息
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message RefreshArenaOpponentRequest{
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}
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message RefreshArenaOpponentResponse{
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repeated ArenaPersonInfo opponent = 1;
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}
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// 新竞技场挑战
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message NewArenaChallengeRequest{
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optional int32 opponentId = 1;//对手id
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}
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message NewArenaChallengeResponse{
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optional int32 fightResult = 1; //战斗结果 1:胜利,0:失败
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optional FightData fightData = 2; //战斗数据
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optional int32 myScoreChange = 3; //我的分数变化值
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optional int32 defScoreChange = 4; //对手分数变化值
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optional Drop drop = 5; //奖励道具
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}
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// 新竞技场第一名拍脸推送
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message NewArenaFirstIndication{
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optional ArenaPersonInfo player = 1;
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}
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// 新竞技场首次重置请求
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message NewArenaResetRequest{
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}
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message NewArenaResetResponse{
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optional int32 isFirst = 1;//是否首次弹窗 1:是首次,0:不是
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optional int32 arenaLvId = 2;//段位id
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optional Drop drop = 3;//段位升级奖励
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} |