generated from root/miduo_server
310 lines
9.4 KiB
Protocol Buffer
310 lines
9.4 KiB
Protocol Buffer
package com.ljsd.jieling.protocols.world;
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option optimize_for = SPEED;
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// request 编号需要小于 response 编号
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import "CommonProto.proto";
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import "BaseEnergy.proto";
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message GetWorldArenaInfoRequest{
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optional bool isPro = 1;//是否膜拜阶段
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optional bool isfreash = 2;//刷新
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}
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message GetWorldArenaInfoResponse{
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optional com.ljsd.jieling.protocols.ArenaInfo arenaInfo = 1;
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optional int32 stage = 2;//1 未开始 2 战斗阶段 3 膜拜阶段
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optional int32 endTime = 3;//阶段结束时间戳
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optional int32 enterable = 4;//是否可以参加
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optional int32 isGroup = 5;//是否已被分组 是1 否0
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optional int32 isStart = 6;//是否在3周内,在为0 不在为1
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optional int32 ackTimes = 7;//攻击次数
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optional int32 maxRank = 8;//历史最高排名
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}
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message GetWorldArenaRankInfoRequest{
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optional bool isPro = 1;//是否膜拜阶段
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}
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message GetWorldArenaRankInfoResponse{
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optional com.ljsd.jieling.protocols.ArenaInfo arenaInfo = 1;
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optional int32 proUidTimes=2; //膜拜的次数
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optional int32 stage = 3;//1 未开始 2 战斗阶段 3 膜拜阶段
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}
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message GetWorldArenaInfoIndication{
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optional com.ljsd.jieling.protocols.ArenaInfo arenaInfo = 1;
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optional int32 stage = 2;//1 未开始 2 战斗阶段 3 膜拜阶段
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optional int32 endTime = 3;//阶段结束时间戳
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}
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// 需要的数据 世界等级(推送)
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//跨服天梯挑战
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message GetWorldArenaChallengeRequest{
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optional int32 teamId =1; // 本人进攻队伍id
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optional int32 challengeServerid = 2 ;// 废弃le 对手Serverid
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optional int32 challengeUid = 3 ;// 对手uid
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optional int32 challengeRank = 4 ;// 对手排名 过期校验
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optional int32 skipFight = 5 ;// 1:标识跳过战斗 0: 不跳过战斗(扫荡功能)
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optional com.ljsd.jieling.protocols.ArenaEnemy arenaEnemys = 6; //gs携带的view信息
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optional com.ljsd.jieling.protocols.FightTeamInfo fightTeamInfo = 7;//gs携带的挑战数据
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optional int32 totalForce =8;//gs携带的玩家实时战力
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optional int32 myCurrentRank = 9;//当前自己的排名,用来判断是否需要重新进
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}
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message GetWorldArenaChallengeResponse{
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optional com.ljsd.jieling.protocols.ArenaInfo arenaInfo = 1;//新的一批对手信息
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optional com.ljsd.jieling.protocols.FightData fightData =2; // 战斗数据
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optional int32 fightResult = 3 ;// 战斗结果
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optional com.ljsd.jieling.protocols.Drop drop = 4 ;
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optional int32 err = 5 ; //默认0 -1 时 表示挑战目标排名发生变化 需刷新
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optional int32 defchange=6;//对手的排名变化
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}
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//客户端战斗结束请求 (动画结束请求)
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message FIGHT_END_REQUEST{
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}
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//膜拜
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message GetWorldArenaProudRequest{
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optional int32 challengeUid = 1 ;// 对手uid
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optional int32 challengeRank = 2 ;// 对手排名 过期校验
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}
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message GetWorldArenaProudResponse{
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optional com.ljsd.jieling.protocols.Drop drop = 1;//膜拜奖励 (头像框奖励)
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optional int32 worshipTime = 2;//膜拜次数
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optional int32 err = 3 ; //默认0 -1 时 表示挑战目标排名发生变化 需刷新
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}
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//跨服天梯挑战与被挑战 战斗记录
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message WroldBattleRecord {
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optional string recordId = 1;
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optional com.ljsd.jieling.protocols.ArenaEnemy redEnemy = 2; //我的信息 或者攻击者信息
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optional com.ljsd.jieling.protocols.ArenaEnemy blueEnemy = 3; //对方信息
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optional int32 result = 4;
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optional com.ljsd.jieling.protocols.FightData fightData =5;//战斗数据
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optional int32 oldrank = 6;//进攻方战斗胜利之前排名
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optional int32 rank = 7;//进攻方战斗胜利后排名
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optional int32 attackTime =8 ; //进攻时间
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optional int32 actoldrank = 9;//防守方战斗前排名
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optional int32 actrank = 10;//防守方战斗后排名
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optional int32 type = 11;//1进攻,2防守
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optional int64 totalForce = 12;//1进攻,2防守
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}
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message GetWorldArenaRecordInfoRequest{
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optional int32 type = 1; //1我的排行 2大神排行
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}
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message GetWorldArenaRecordInfoResponse{
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repeated WroldBattleRecord wroldBattleRecord =1;
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}
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//gs --》word
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message GetGSUserArenaInfoRequest{
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optional int32 uid =1;
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}
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message GetGSUserArenaInfoResponse{
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optional com.ljsd.jieling.protocols.ArenaEnemy arenaEnemys = 1; //指定服玩家view信息
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optional com.ljsd.jieling.protocols.FightTeamInfo fightTeamInfo = 2; //指定服玩家fight信息
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optional int32 totalForce =3;//指定服玩家实时战力
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}
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message Ws2GsFightTeamInfoGetReq
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{
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optional int32 targetUid = 1;
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optional int32 teamId = 2;
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}
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message Gs2WsFightTeamInfoGetAck
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{
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optional com.ljsd.jieling.protocols.FightTeamInfo fightTeamInfo = 1;
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optional int32 totalFight = 2;
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}
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message GetRankRequest{
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optional int32 type = 1;//种类id
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optional int32 acitvityId = 2;//活动id
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optional int32 crossId =3;//大区id
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optional int32 uid = 4;//用户id
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}
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message GetRankResponse{
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repeated com.ljsd.jieling.protocols.UserRank ranks = 1;
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optional com.ljsd.jieling.protocols.RankInfo myRankInfo = 2;
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}
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message CrossUser{
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optional int32 uid = 1;
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optional string username = 2;
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}
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message AddDeathPathRankRequest{
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optional int32 uid = 1;
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optional CrossUser crossUserInfo = 2;
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optional int32 guildId = 3;
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optional int32 damage = 4;
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optional int32 pathId = 5;
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optional int32 groupId = 6;
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}
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message AddDeathPathRankResponse{
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}
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message EvertDeathPath{
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optional int32 gid = 1;
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optional string guildName = 2;
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optional int32 pathId = 3;
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optional string serverName =4;
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}
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message GetDeathPathFirstRequest{
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optional int32 groupId = 1;
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}
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message GetDeathPathFirstResponse{
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repeated EvertDeathPath deathPathInfo = 1;
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}
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message GetDeathPathRewardRequest{
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optional int32 groupId =1;
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optional int32 guildId = 2;
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}
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message GetDeathPathRewardResponse{
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optional int32 rankTotal = 1;
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}
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message GuildRank{
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optional int32 guildId = 1;
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optional int32 rank = 2;
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}
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//服务器整个结算
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message DeathPathWorldRewardRequest{
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optional int32 groupId =1;
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}
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message DeathPathWorldRewardResponse{
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repeated GuildRank ranks = 1;//所有需要发奖的公会id
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}
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message ViewHeroInfoRequest{
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optional int32 targetUid = 1;
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optional string heroId = 2 ;// 动态id
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optional int32 serverId = 3 ;// 服务器id
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}
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message ViewHeroInfoResponse{
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optional com.ljsd.jieling.protocols.Hero hero =1;
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repeated com.ljsd.jieling.protocols.Equip equip =2; // 英雄所穿装备、魂印(法宝不在内,放在Hero中)
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repeated com.ljsd.jieling.protocols.SpecialEffects SpecialEffects = 3;//属性信息
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optional int32 force = 4 ; //战力
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optional int32 guildSkill = 5;//公会技能
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}
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//获取编队信息
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message GetPlayerOneTeamInfoRequest{
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optional int32 playerId = 1;
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optional int32 teamId = 2;
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optional int32 serverId = 3;
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optional int32 typeId = 4; //0默认,1跨服竞技场,2跨服公会战
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}
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message GetPlayerOneTeamInfoResponse{
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optional com.ljsd.jieling.protocols.TeamOneInfo teamInfo = 1;
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}
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message GetArenaRankRewardRequest{
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optional int32 groupId = 1;
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}
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message ArenaRank{
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optional int32 uid = 1;
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optional int32 rank = 2;
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}
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message TopRank{
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optional string username = 1;
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optional string serverName = 2;
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optional int32 rank = 3;
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}
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message GetArenaRankRewardResponse{
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repeated ArenaRank rankInfo =1;
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repeated TopRank topRankInfo = 2;
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}
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message ArenaClearInfoRequest{
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optional int32 group = 1;
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}
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message ArenaClearInfoResponse{
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}
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message ReplayWorldArenaRequest{
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optional string fightId = 1;
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}
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message ReplayWorldArenaResponse{
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optional com.ljsd.jieling.protocols.FightData fightData =1;//战斗数据
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}
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message BaseResourceRefreshRequest {
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optional int32 baseLevel = 1;
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}
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message BaseResourceRefreshResponse {
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repeated BaseResourceDetail baseResourceDetail = 1;
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optional int32 usedCoolieCount = 3; //基地已经使用掉的苦力数
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optional int32 errCode = 2;
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}
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//请求自己的基地资源信息
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message BaseResourceRequest {
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}
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//基地苦力派遣
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message BaseCoolieDispatchRequest {
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optional int32 resourceId = 1; //资源id(1-6)
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optional int32 uid = 2; //己方 填自己的用户id 掠夺他人 填他人的用户Id
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optional int32 coolieCount = 3; //派遣苦力数量
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optional int32 coolieSum = 4; //苦力总数
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optional float collectSpeed = 5; //当前疲劳度对应速度
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}
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//请求刷新三个抢夺用户资源
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message BasePlunderRefreshRequest {
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}
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//基地苦力详情请求
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message BaseCoolieDetailRequest {
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}
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//掠夺列表请求
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message BasePlunderListRequest {
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}
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//仇人列表请求
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message BaseEnemyListRequest {
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}
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//抢夺日志列表请求
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message BaseSnatchLogListRequest {
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}
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//请求他人的基地信息
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message BaseOtherResourceRequest {
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optional int32 targetUid = 1; //用户id
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}
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//世界服通知游戏服 资源拖取完成
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message BasePlunderSuccessMessage {
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optional int32 notifyId = 1; //关注者ID 需要推送消息的目标
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optional int32 targetUid = 2; //如果等于uid 则是自己的资源发生变化 否则是抢夺列表的用户资源拖取完成
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optional int32 resourceNo = 3; //资源编号 1-6
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optional int32 winnerId = 4; //资源获胜方
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optional int32 cfgId = 5; //资源配置id
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} |