syntax = "proto3"; package serverproto; import "common.proto"; import "user.proto"; //////////////////////////webgm message WebRoleInfo { RoleBase base = 1; RoleHero role_hero = 2; //玩家伙伴信息 } message WebUpdateMailItem { int32 id = 1; repeated uint64 uid_list = 2; string title = 3; string content = 4; repeated KeyValueType reward_list = 5; uint64 send_date = 6; int32 mail_type = 7; } message SSWebGMChatMsgNtf { //project db uint64 uid = 1; uint64 target_uid = 2; ChatMessageInfo content = 3; int32 msg_type = 4; } message SSWebGMAddMailNtf { //project social|game|db WebUpdateMailItem mail_info = 1; } message SSWebGMBanNtf { //project social|game uint64 ban_uid = 1; bool is_ban = 2; uint64 ban_time = 3; //封号间隔时间 int32 ban_type = 4; //1封号,2禁言 } message SSWebGMNoticeNtf { //project social|game GMNoticeInfo notice_info = 1; uint64 notice_time = 2; } //服务器维护状态 message SSWEBGMServerMaintainNtf { //project social|game int32 state = 1; } //GM封停公会战 message SSWebGMGuildBattle { //project social|guild } //删除背包内道具(可以根据道具类型做处理) message SSWebGMDelItemNtf { //project social|game uint64 uid = 1; repeated KeyValueType del_item_list = 2; } //////////////////////////webgm //通知social服务器玩家上线 message SSPlayerOnlineNtf{ //project social|fruit string service_node = 1; //当前所在的服务器节点 PlayerBriefInfo brief_info = 2; //简介信息 } message SSPlayerOfflineNtf{ //project social|battleboss|fruit uint64 uid = 1;//玩家唯一ID } //social通知game当前在线的玩家数量 message SSPlayerOnlineNumNtf { //project game int32 online_num = 1; } //消息发送不成功,存到玩家的离线库中 message SSChatMessageAck{ //project game int32 error = 1; //错误码 uint64 target_id = 2; //目标玩家 ChatMessageInfo message = 3;//消息内容 int32 type = 4; } message SSChatMessageNtf{ //project game int32 type = 1;//消息类型1私人聊天,2世界频道聊天 ChatMessageInfo message = 2;//消息内容 uint64 target_id = 3;//私人聊天,好友聊天时发送的目标玩家 ChatPlayerBriefInfo from_id = 4;//私人聊天,好友聊天时发送的目标玩家 } message SSGuildChatMessageNtf{ //project guild|social int32 type = 1;//消息类型1私人聊天,2世界频道聊天 ChatMessageInfo message = 2;//消息内容 ChatPlayerBriefInfo from_id = 3;//私人聊天,好友聊天时发送的目标玩家 repeated uint64 uid_list = 4;//需要推送的UID列表 uint64 guild_id = 5;//公会ID } message SSGuildNoticeMessageNtf{ //project social repeated SystemMessage sys_msg = 1;// uint64 guild_id = 2;//公会ID repeated uint64 uid_list = 3;//需要推送的UID列表 } message SSGuildNoticeToRoleNtf{ //project game repeated SystemMessage sys_msg = 1;// uint64 guild_id = 2;//公会ID uint64 uid = 3;//通知的玩家 } //选择合适的AOI服务器节点 message SSPlayerEnterMapReq{ //project aoi int32 map_type = 1; //进入地图类型 uint64 client_id = 2; //客户端对的sessionid string service_node = 3; //当前player所在的gate节点 PlayerShowInfo show_info = 4; //玩家地图显示显示信息 uint64 guild_id = 5; //公会ID Position pos = 6; // } //角色离开地图通知 message SSPlayerLeaveMapNtf{ //project aoi uint64 uid = 1; } //断线重连后重新绑定,gate节点信息 message SSPlayerAoiReconnect{ //project aoi } //离线后获取最终位置 message SSPlayerLeaveMapReqAck{ //project game } //创建流程中名字判断 message SSNameReq { //project db string name = 1; int32 zone = 2;//区服[zone] int32 type = 3;//取名类型 0:创号,1:改名 string old_name = 4;//旧名字 } message SSNameNtf { //project game int32 error = 1; //错误码 string name = 2; int32 type = 3;//取名类型 0:创号,1:改名 } //玩家显示变更通知 message SSPlayerShowChangeReq{ //project aoi PlayerShowInfo show_info = 1; } //进入boss场景 message SSPlayerEnterChallengeNtf { //project game uint64 enter_uid = 1; repeated uint64 notify_list = 2; //通知列表 repeated FightRoleInfo fight_list = 3; //其他玩家列表 uint64 boss_uid = 4; int32 self_change_play_id = 5; int32 summon_boss_type = 6; } //离开boss场景 message SSPlayerLeaveChallengeNtf { //project game uint64 leave_uid = 1; //离开的挑战玩家uid repeated uint64 notify_list = 2; //通知列表 } //bossHP通知 message SSPlayerChallengeHpNtf { //project game int32 cur_boss_hp = 1; //当前boss血量 repeated uint64 notify_list = 2; //通知列表 } //挑战结果通知 message SSPlayerChallengeResultNtf { //project game int32 result = 1; repeated uint64 notify_list = 2; //通知列表 } //////////////////////////mail //(4/5)和8选其一,根据邮件类型 message SSAddMailNtf { //project social|game|db int32 mail_config_id = 1; //邮件描述id 当类型是gm时,这边的是全局ID需要做特殊处理 int32 mail_type = 2; //邮件类型(来源) repeated KeyValueType reward_list = 3; //奖励列表 repeated uint64 notify_list = 4; //奖励的玩家列表 repeated int32 mail_param_list = 5; //邮件显示的参数列表,例如关卡id,名次等 string title = 6; string content = 7; } //////////////////////////rank //////////////////////////competition //获取对应赛季信息 //上线时加入选拔季排行列表 message SSGetCompetitionDataReq { //project rank int32 competition_id = 1; // int32 competition_type = 2; //表示当前赛季类型 bool is_now_competition = 3; //是否是当前正在进行的赛季 int32 sub_id_num = 4; //结算周期次数 } message SSGetCompetitionDataAck { //project game int32 error = 1; CompetitionInfo competition_data = 2; //对应赛季信息 IdolSeasonData idol_data = 3; //偶像季数据 } //赛季结算奖励 message SSCompetitionRewardReq { //project rank int32 competition_id = 1; // int32 competition_type = 2; //赛季类型 int32 competition_sub_id = 3; //周期结算子序号 bool end_sub_id = 4; //是否是最后一个结算子周期 repeated KeyValueType64 reward_uid_list = 5; //在线玩家处理 } message SSCompetitionRewardAck { //project game int32 competition_id = 1; // int32 competition_sub_id = 2; //周期结算子序号 repeated KeyValueType64 reward_uid_list = 3; //玩家对应奖励 int32 total_rank_count = 4; //赛季结束时总排名玩家 } //上线时一次性获取历史赛季奖励 message SSCompetitionRewardHistoryReq { //project rank int32 s_competition_id = 1;//起始历史赛季ID int32 e_competition_id = 2; int32 s_competition_sub_id = 3; int32 e_competition_sub_id = 4; } message SSCompetitionRewardHistoryAck { //project game repeated KeyValueTypeList reward_uid_list = 1; //玩家对应奖励 val:赛季id val2:对应周期 val3:宝箱档位奖励 int32 e_competition_id = 2; int32 e_competition_sub_id = 3; } //更新积分赛季排名 message SSCompetitionUpdateScoreReq { //project rank uint64 uid = 1; int32 competition_id = 2; int32 score = 3; //一下偶像季专用 uint64 fans_uid = 4; int32 cur_vote_score = 5; } message SSCompetitionUpdateScoreAck { //project game int32 competition_id = 1; int32 next_com_score = 2; //下一档最小积分(玩家积分) int32 self_rank = 3; //当前排名 int32 total_rank = 4; //总人数 int32 section_id = 5; //预计获得宝箱奖励 int32 last_com_score = 6; //低一档最大积分(玩家积分) } message SSCompetitionOnVoteNtf { //project game int32 error = 1; //错误码 uint64 uid = 2; //投票目标 int32 total_count = 3; //uid总票数 //前三名的票数 repeated FansRankData vote_list = 4; //前三名数据 repeated PlayerShowData detail = 5; //详细信息 FansRankData vote_target = 6; //投票目标 int32 ticket_count = 7; //本次投票数量 repeated KeyValueType64 reward_data = 8; //key uid, value 分数 value2表示领奖数据(value2按位取值) } //获取我的粉丝列表 message SSCompetitionSelfFansInfoReq { //project rank uint64 uid = 1; //玩家UID int32 competition_id = 2; //赛季ID } message SSCompetitionSelfFansInfoAck { //project game int32 error = 1; //错误码 uint64 uid = 2; //玩家UID repeated FansVoteData fan_list = 3; //粉丝投我的数据(Key 粉丝ID, value 票数)(策划只需要,固定前十名) } //获取偶像排行版 message SSCompetitionVoteRankReq { //project rank uint64 uid = 1; //玩家UID int32 page = 2; //页签 int32 competition_id = 3; //赛季ID } message SSCompetitionVoteRankAck { //project game int32 error = 1; uint64 uid = 2; //玩家UID int32 page = 3; //页签 repeated FansRankData rank_data = 4; //偶像排行版 bool is_end = 5; //是否结束 } //点亮宝箱排行榜 message SSCompetitionFansRewardRankReq { //project rank uint64 uid = 1; //玩家UID int32 page = 2; int32 competition_id = 4; //赛季ID } message SSCompetitionFansRewardRankAck { //project game int32 error = 1; uint64 uid = 2; //玩家UID int32 page = 3; repeated FansBoxData data_list = 4; //个人宝箱点亮排名 bool is_end = 5; //是否结束 } //粉丝领取点亮宝箱奖励 message SSCompetitionFansGetRewardReq { //project rank uint64 uid = 1; //玩家UID uint64 idol_uid = 2; //对应的爱豆UID int32 reward_level = 3; //奖励等级 int32 competition_id = 4; //赛季ID } message SSCompetitionFansGetRewardAck { //project game int32 error = 1; uint64 uid = 2; //玩家UID uint64 idol_uid = 3; //对应的爱豆UID int32 reward_level = 4; //奖励等级 int32 idol_box_count = 5; //爱豆的箱子数量 } //购买完宝箱,通知rank增加宝箱积分 message SSCompetitionAddIdolBoxScoreNtf { //project rank uint64 uid = 1; //uid int32 score = 2; //宝箱积分 int32 competition_id = 3; //赛季ID } message SSCompetitionFansGetAllRewardReq { //project rank int32 competition_id = 1; int32 competition_sub_id = 2; int32 competition_type = 3; repeated FansVoteRewardData data = 4; bool is_finish = 5; } message SSCompetitionFansGetAllRewardAck { //project game int32 competition_id = 1; // int32 competition_sub_id = 2; //周期结算子序号 repeated FansVoteRewardData data = 3; } message SSCompetitionGetPlayerVoteRankReq { //project rank uint64 uid = 1; //领取ID uint64 req_uid = 2; //请求的玩家UID int32 competition_id = 3; //赛季ID } message SSCompetitionGetPlayerVoteRankAck { //project game int32 error = 1; //错误码 FansRankData idol_rank_data = 2; //排行榜 uint64 req_uid = 3; //请求的玩家UID } //////////////////////////social //friend message SSFriendAddReq { //project social|game CommonPlayerBriefInfo from_uid = 1; //发起关注的玩家 uint64 add_uid = 2; //被关注的玩家 } message SSFriendAddAck { //project game|social int32 error = 1; uint64 from_uid = 2; //发起关注的玩家 CommonPlayerBriefInfo add_uid = 3; //被关注的玩家 } //通过social发送给其他game服务器后,如果为找到del角色信息,会发送给db做处理 message SSFriendDelReq { //project social|game uint64 from_uid = 1; uint64 del_uid = 2; } message SSFriendDelAck { //project game int32 error = 1; uint64 from_uid = 2; uint64 del_uid = 3; } message SSFriendBlackNtf { //project social|game uint64 from_uid = 1; uint64 black_uid = 2; } //查询在线状态 message SSOnlineStateReq { //project social int32 pro_type = 1; //操作类型 1表示搜索操作 2表示好友系统获取简介信息 int32 list_type = 2; //显示的列表类型 repeated CommonPlayerBriefInfo brief_info_list = 3; //玩家简介信息 } message SSOnlineStateAck { //project game int32 pro_type = 1; //操作类型 int32 list_type = 2; //显示的列表类型 repeated CommonPlayerBriefInfo brief_info_list = 3; //玩家简介信息 } //////////////////////////////guild //公会相关消息 message SSGuildOnAddActivityNtf { //project guild uint64 uid = 1; uint64 guild_id = 2; int32 activity = 3; //活跃度 } message SSGuildBossRefreshNtf { //project game uint64 uid = 1; //uid repeated GuildBossTickTime ref_time = 2; } //同步公会成员在线状态 message SSGuildOnlineStateReq { //project social uint64 guild_id = 1; //公会ID uint64 uid = 2; //玩家ID } message SSGuildOnlineStateAck { //project guild uint64 guild_id = 1; //公会ID uint64 uid = 2; //玩家ID uint64 offline = 3; //下线时间 } //获取新加入公会成员的在线状态 message SSGuildMemberOnlineInfoReq{ //project social uint64 guild_id = 1; repeated uint64 uid_list = 2; } message SSGuildMemberOnlineInfoAck{ //project guild uint64 guild_id = 1; //公会ID repeated KeyValueType64 uid_list = 2; //公会成员在线状态 } //公会改名通知 message SSGuildNameChangeNtf{ //project social uint64 guild_id = 1; //公会ID repeated uint64 uid_list = 2; //公会成员在线状态 string guild_name = 3; //公会名字 } //玩家上线请求公会信息 message SSOnlineGuildInfoReq{ //project guild uint64 uid = 1; //uid//服务器填写 uint64 guild_id = 2; //公会ID//服务器填写 bool is_relogin = 3; //是否重新登录 uint64 demon_fight_time = 4; } message SSOnlineGuildInfoAck{ //project game GuildNotifyData data = 1; //公会简介 int64 next_join = 2; //下次加入公会时间 repeated uint32 boss = 3; //当前可挑战boss repeated MessageContentInfo msgRec = 4; // 公会聊天 SystemMessage GuildSys = 5; // boss狩猎通知 bool in_guild_battle = 6; //true公会战入口开启,false公会战入口关闭 } //公会战挑战占位 message SSGuildBattleChallengeReq { //project guild int32 guild_battle_idx = 1; int32 pos_idx = 2; CommonPlayerBriefInfo bf_info = 3; //服务器使用 uint64 self_guild_id = 4; //服务器使用 uint64 cur_rmb = 5; //当前服务器玩家拥有的金币 int32 buy_challenge_num = 6; //购买的战斗次数 } message SSGuildBattleChallengeAck { //project game int32 error = 1; //错误码 int32 guild_battle_idx = 2; int32 pos_idx = 3; FightRoleInfo fight_info = 4; //对方玩家信息 GuildPosIdxData challenge_pos_data = 5; uint64 cost_rmb = 6; //需要花费rmb数量 repeated KeyValueType fight_buff_list = 7; //buff列表 repeated KeyValueType self_buff_list = 8; //自己的buff列表 GuildBattleSelfData self_data = 9; //个人信息 bool use_buy_num = 10; //使用购买次数 } //贡献点请求 message SSGuildBattleCPRankReq { //project guild uint64 uid = 1; //玩家的UID uint64 guild_id = 2; //公会ID } message SSGuildBattleCPRankAck { //project game repeated GuildBattleCP cp_list = 1; //贡献点列表 int32 self_guild_rank = 2; //自己公会贡献点名次 int32 self_guild_cp = 3; //自己公会贡献点 uint64 uid = 10; //玩家的UID } //对阵表请求 message SSGuildBattleCountPartReq { //project guild uint64 uid = 1; //玩家的UID } message SSGuildBattleCountPartAck { //project game int32 error = 1; //错误码 uint64 champion = 2; //冠军 int32 cur_stge = 3; //当前阶段 uint64 tournament_prepare = 4; //8-4准备时间 uint64 tournament_begin = 5; //8-4开始 uint64 tournament_end = 6; //8-4结束 uint64 semifinals_prepare = 7; //4-2准备时间 uint64 semifinals_begin = 8; //4-2开始 uint64 semifinals_end = 9; //4-2结束 uint64 finals_prepare = 10; //2-1准备时间 uint64 finals_begin = 11; //2-1开始 uint64 finals_end = 12; //2-1结束 GuildCountPartTable table = 13; //对阵表 } //MVP信息请求 message SSGuildBattleMvpInfoReq { //project guild uint64 uid = 1; //玩家的UID int32 guild_battle_idx = 2; //公会战索引(1 / 2,3 / 4,5,6,7) } message SSGuildBattleMvpInfoAck { //project game int32 error = 1; int32 guild_battle_idx = 2; //公会战索引(1 / 2,3 / 4,5,6,7) repeated GuildBattleDetail detail = 3; //公会战 公会的详细信息 CountTableData count_part = 4; //对阵信息 uint64 uid = 5; //玩家的UID } //Mvp详情请求 message SSGuildBattleMvpDetailReq { //project guild uint64 uid = 1; //玩家的UID int32 mvp_type = 2; //mvp类型(1:积分 2:击杀) int32 req_rank = 3; //请求的起始排名 int32 guild_battle_idx = 4; //公会战索引(1 / 2,3 / 4,5,6,7) } message SSGuildBattleMvpDetailAck { //project game uint64 uid = 1; //玩家的UID int32 mvp_type = 2; //mvp类型(1:积分 2:击杀) repeated GuildBattleMvp mvp = 3; //mvp列表(目前就2个) int32 req_rank = 4; //请求的起始排名 int32 guild_battle_idx = 5; //公会战索引(1 / 2,3 / 4,5,6,7) } message SSGuildBattleStageChangeNtf { //project game bool in_guild_battle = 1; //true公会战入口开启,false公会战入口关闭 } message SSGuildBattleRewardNtf{ //project game int32 reward_type = 1; //奖励类型 repeated uint64 uid_list = 2; //成员列表 uint64 guild_pre = 3; //会长 int32 guild_round = 4; //公会战轮次 } message SSGuildBattleOnlineGetRewardReq { //project guild uint64 uid = 1; //玩家ID int32 cur_reward_id = 2; //当前公会排名领奖ID int32 mvp_reward_id = 3; //公会战MVP排名领奖ID } message GuildBattleReward { bool is_pre = 1; int32 reward_type = 2; //奖励类型 (1:冠军,2:亚军 3:3-4名,4:4-8名) } message SSGuildBattleOnlineGetRewardAck { //project game repeated GuildBattleReward round_reward = 1; //轮次奖励 int32 cur_battle_round = 2; //(领奖到此为止) repeated MvpRewardInfo score_mvp = 3; //积分MVP repeated MvpRewardInfo killer_mvp = 4; //击杀MVP int32 cur_mvp_round =5; //mvp奖励 } message SSGuildBattleCPChangeNtf { //project game } //公会战GM // message SSGuildBattleGMAddGuildCPReq { //project guild uint64 guild_id = 1; uint32 add_score = 2; uint64 uid = 3; } //添加战斗积分 message SSGuildBattleGMAddGuildScoreReq { //project guild int32 battle_index = 1; int32 guild_index = 2; int32 add_score = 3; } //GM会长转让 message SSGuildBattleGMChangeLeaderReq { //project guild uint64 guild_id = 1; } //GM会长转让 message SSGuildBattleGMKickMemberReq { //project guild uint64 guild_id = 1; uint64 uid = 2; } //GM设置公会魔王伤害 message SSGuildBattleGMDemonDamageReq { //project guild } //取消公会战公会操作拦截 message SSGuildBattleGMOperatorReq { //project guild int32 operator = 1; //0:正常, 1:取消拦截 } message MvpRewardInfo { uint64 uid = 1; // int32 reward_type = 2; //战斗轮次奖励类型 int32 battle_index = 3; //战斗场次 } //公会战MVP奖励 message SSGuildBattleSendMvpRewardReq { //project game int32 guild_battle_round = 1; repeated MvpRewardInfo score_mvp = 2; //积分MVP repeated MvpRewardInfo killer_mvp = 3; //击杀 } //公会战MVP奖励 message SSGuildBattleSendMvpRewardAck { //project guild int32 guild_battle_round = 1; repeated MvpRewardInfo score_mvp = 2; //积分MVP repeated MvpRewardInfo killer_mvp = 3; //击杀 } //公会战购买buff请求 message SSGuildBattleBuyBuffReq { //project guild int32 guild_battle_idx = 1; repeated int32 buff_id_list = 2; uint64 uid = 3; uint64 guild_id = 4; // uint64 total_gold = 5; //总金币数量 } //公会战购买buff返回 message SSGuildBattleBuyBuffAck { //project game int32 error = 1; //错误码 uint64 uid = 2; //购买结果 repeated KeyValueType need_res = 3; //需要的资源 GuildBattleSelfData self_data = 4; //个人信息 int32 guild_battle_idx = 5; } message SSGuildBattleRewardReq { //project guild } message SSGuildDemonFightReq { //project guild int32 demon_id = 1; uint64 damage = 2; //总伤害 uint64 guild_id = 3; uint64 uid = 4; } message SSGuildDemonFightAck { //project game int32 error = 1; int32 demon_id = 2; //bossid int32 fight_count = 3; //剩余战斗次数 uint64 total_damage = 4; //boss总伤害 uint64 uid = 5; //唯一ID uint64 refresh_time = 6; // int32 free_fight_count = 7; //免费战斗次数 //系统播报数据 string guild_name = 9; //公会名称 int32 reward_level = 10; //奖励档位 uint64 req_uid = 11; //请求UID } message SSGuildDemonOnlineGetRewardNtf { //project game int32 demon_id = 1; repeated KeyValueType reward_list = 2; } message SSGuildDemonRewardNtf { //project game int32 demon_id = 1; int32 demon_level = 2; uint64 total_damage = 3; repeated uint64 uid_list = 4; } //////////////////////////expedition message SSExpeditionHelpReq { //project social|game uint64 be_helped_uid = 1; //被救助玩家uid CommonPlayerBriefInfo from_uid = 2; //发起救助玩家uid uint64 help_msg_send_time = 3; //求助消息发送时的时间 } message SSExpeditionHelpAck { //project game|social int32 error = 1; uint64 be_helped_uid = 2; //被救助玩家uid CommonPlayerBriefInfo from_uid = 3; //发起救助玩家uid } //勇士积分排行 message SSExpeditionScoreRankListReq { //project rank int32 start_idx = 1; } message SSExpeditionScoreRankListAck { //project game int32 error = 1; //错误码 repeated ExpeditionRankInfo rank_list = 2; ExpeditionRankInfo self_rank_info = 3; int32 start_idx = 4; } //积分变动通知 message SSExpeditionUpdateScoreRankNtf { //project rank uint32 cur_score = 1; //玩家历史最高积分 } //////////////////////////invitation //填写邀请码成为导师成员 message SSInvitationBeToMemberReq { //project game|social uint64 master_number = 1; //导师邀请码 uint64 master_uid = 2; //导师uid InvitationMemberValData self_uid = 3; //自身uid } message SSInvitationBeToMemberAck { //project game|social int32 error = 1; uint64 master_number = 2; //导师邀请码 uint64 master_uid = 3; //导师uid InvitationMemberValData self_uid = 4; //自身uid } //master不在线操作数据库 message SSInvitationBeToMemberDBReq { //project db uint64 master_number = 1; //导师邀请码 uint64 master_uid = 2; //导师uid InvitationMemberValData self_uid = 3; //自身uid } message SSInvitationBeToMemberDBAck { //project game int32 error = 1; uint64 master_number = 2; //导师邀请码 uint64 master_uid = 3; //导师uid InvitationMemberValData self_uid = 4; //自身uid } //解除关系 message SSInvitationDelMemberNtf { //project social|game uint64 master_uid = 1; //导师uid repeated uint64 del_member_list = 2; } //等级,充值等数据变更时通知导师 message SSInvitationMemberNoticeMasterReq { //project social|game uint64 self_uid = 1; uint64 master_uid = 2; //master uid KeyValueType param = 3; //key任务类型 val数值 } message SSInvitationMemberNoticeMasterAck { //project social|game int32 error = 1; uint64 self_uid = 2; uint64 master_uid = 3; //master uid KeyValueType param = 4; //key任务类型 val数值 } //////////////////////////pay //订单对应的奖励信息 message PayOrderSaveInfo { int32 goods_id = 1; int32 goods_type = 2; string goods_name = 3; uint64 cp_order_id = 4; //产品订单号 float amount = 5; //支付总额 int32 count = 6; //购买数量 uint64 order_process_time = 7; //订单操作时间 int32 order_state = 8; //订单状态(枚举说明PayOrderState common.proto) uint64 uid = 9; //玩家id repeated KeyValueType reward_list = 10; //支付获得奖励 string sdk_order_id = 11; //SDK对应订单号 string pay_method = 12; //SDK对应的充值通道 string pay_currency = 13; //充值货币种类 uint64 pay_time = 14; //支付时间 string pay_channel = 15; //支付渠道 int32 s_id = 16; //当前服务器ID int32 goods_pay_id = 17; // 对应paycfg中的唯一id string server_region = 18; // 服务器所在大区(由配置文件指定) float kr_cur = 19; //韩国货币 int32 activity_id = 20; //活动ID } //充值订单数据保存/状态变更 message SSPayInfoSaveReq { //project db PayOrderSaveInfo pay_order_info = 1; bool save_notify = 2; //表示十分是初次生成订单 } message SSPayInfoSaveAck { //project game int32 error = 1; PayOrderSaveInfo pay_order_info = 2; } //上线获取成功成但是没有获取奖励的订单数据 message SSPayInfoOrderOKListGetReq { //project db } message SSPayInfoOrderOkListGetAck { //project game repeated PayOrderSaveInfo pay_order_ok_list = 2; } //充值成功后gmweb通知给game服务器 message SSPayInfoOrderNtf { //project social|game PayOrderSaveInfo pay_order_info = 1; } // 第三方充值,直接发货 message SSThirdPayOrder { //project social|game PayOrderSaveInfo pay_order_info = 1; } //////////////////////////百人道场 //获取占位信息 message SSDaoChang100PosInfoListReq { //project rank repeated int32 pos_idx_list = 1; } message SSDaoChang100PosInfoListAck { //project game int32 error = 1; repeated DaoChang100PosIdxData pos_data_list = 2; //占位信息 } //占领日志信息 message SSDaoChang100LogReq { //project rank uint64 begin_time = 1; } message SSDaoChang100LogAck { //project game repeated DaoChang100Log log_list = 1; bool is_end = 2; } //挑战占位 message SSDaoChang100ChallengeReq { //project rank int32 pos_idx = 1; bool has_challenge_count = 2; //当前是否有挑战次数 CommonPlayerBriefInfo owner_brief = 3; //发起挑战玩家 } message SSDaoChang100ChallengeAck { //project game int32 error = 1; //错误码 int32 pos_idx = 2; FightRoleInfo fight_info = 3; //对方玩家信息 int32 robot_id = 4; //机器人id uint64 reward_delta_time = 5; //占位奖励时间 DaoChang100PosIdxData self_pos_data = 6; //自身占位成功后的信息 DaoChang100PosIdxData challenge_pos_data = 7; //挑战位置占位信息 } //挑战占位战斗结果上报 message SSDaoChang100ChallengeResultReq { //project rank int32 pos_idx = 1; uint64 pos_uid = 2; //挑战时位置上的玩家ID(机器人id) CommonPlayerBriefInfo owner_brief = 3; //发起挑战玩家 bool battle_result = 4; } message SSDaoChang100ChallengeResultAck { //project game int32 error = 1; //错误码 int32 pos_idx = 2; bool battle_result = 3; //战斗结果 bool empty_pos_idx = 4; //结束时占领的是 DaoChang100PosIdxData self_pos_data = 5; //自身占位成功后的信息 } message SSDaoChang100ChallengeResultNtf { //project game|social uint64 ntf_uid = 1; //被动变化玩家uid bool pos_idx_data_change = 2; DaoChang100PosIdxData ntf_pos_data = 3; //被动变化玩家占位信息 bool from_other_game = 4; uint64 challenge_uid = 5; //挑战该占位的玩家 int32 battle_result = 6; //1胜利 2失败 } //获取收益奖励 message SSDaoChang100TimeRewardReq { //project rank uint64 uid = 1; uint64 base_reward_time = 2; uint64 reward_interval_time = 3; uint64 now_time = 4; } message SSDaoChang100TimeRewardAck { //project game repeated KeyValueType pos_idx_reward_list = 1;//位置对应奖励次数 uint64 base_reward_time = 2; uint64 reward_interval_time = 3; uint64 now_time = 4; } //道场公会贡献点排行更新 message SSDaoChang100GuildRankUpdateNtf { //project guild uint64 uid = 1; uint64 guild_id = 2; uint32 score = 3; } //////////////////////////精彩活动 message SSActivitiesCollectionServerDataReq { //project rank int32 activity_id = 1; int32 reward_idx = 2; //兑换奖励时使用(为0表示获取全部) int32 server_limit_num = 3; //上限次数 repeated ExchangeInfo pet_data = 4; //兑换宠物 } message SSActivitiesCollectionServerDataAck { //project game int32 error = 1; //错误码 int32 activity_id = 2; repeated KeyValueType data_list = 3; //全局相关数据 int32 reward_idx = 4; repeated ExchangeInfo pet_data = 5; //兑换的宠物 } message CollectionSaveData { int32 activity_id = 2; repeated KeyValueType data_list = 3; //全局相关数据 } message SSActivitiesCollectionServerDataNtf { //project social|game int32 activity_id = 1; int32 reward_idx = 2; int32 server_cur_num = 3; //当前服务器已经兑换次数 } message SSWebGMHeadChange { //project social|game uint64 uid = 1; int32 head_id = 2; // 称号id int32 state = 3; // 称号状态 }