235 lines
12 KiB
Protocol Buffer
235 lines
12 KiB
Protocol Buffer
syntax = "proto3";
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package serverproto;
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import "user.proto";
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//该proto下文件会使用router节点进行转发
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///////////////局部跨服 section cross
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//远航试炼
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message SSCrossYuanHangTrialViewListReq { //project crossserver //RouteRule crossserver
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}
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message SSCrossYuanHangTrialViewListAck { //project game
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int32 error = 1;
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repeated YuanHangTrialData trial_view_list = 2; //界面上可视列表
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}
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message SSCrossYuanHangTrialSelfReq { //project crossserver //RouteRule crossserver
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uint64 self_uid = 1; //获取自身当前的远航数据(有可能已经结束)
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//意外情况下导致远航没有出现在跨服,在每次获取自身数据时重新设置一遍
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int32 trial_type = 2;
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uint64 end_time_stamp = 3;
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FightRoleInfo self_fight_info = 4;
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int32 duration_time = 5; //持续时间(分钟)
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}
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message SSCrossYuanHangTrialSelfAck { //project game
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YuanHangTrialData self_info = 1; //自身远航数据(和玩家个人保存数据有区别)
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}
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//发起远航试炼
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message SSCrossYuanHangTrialReq { //project crossserver //RouteRule crossserver
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int32 trial_type = 1;
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uint64 end_time_stamp = 2;
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FightRoleInfo self_fight_info = 3;
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int32 duration_time = 4; //持续时间(分钟)
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}
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message SSCrossYuanHangTrialAck {
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}
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//远航试炼挑战
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message SSCrossYuanHangTrialChallengeReq { //project crossserver //RouteRule crossserver
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uint64 challenge_uid = 1;
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uint64 challenge_uid_end_time = 2;
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int32 be_challenge_max_num = 3; //最大被挑战次数
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}
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message SSCrossYuanHangTrialChallengeAck { //project game
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int32 error = 1; //错误码
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uint64 challenge_uid = 2;
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uint64 challenge_uid_end_time = 3;
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FightRoleInfo fight_info = 5; //被挑战玩家战斗数据
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}
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//变更列表通知
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message SSCrossYuanHangTrialViewNtf { //project social|game
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repeated YuanHangTrialData trial_view_list = 1; //界面上可视列表
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}
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//挑战结果通知
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message SSCrossYuanHangTrialChallengeResultReq { //project crossserver //RouteRule crossserver
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uint64 challenged_uid = 1;
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uint64 challenged_uid_end_time = 2;
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int32 fight_time = 3; //战斗持续时间(判断合法性)
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bool win = 4;
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string self_nick_name = 5; //玩家自己昵称
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int32 self_zone = 6; //顽疾自己所在区服ID
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FightRoleInfo fight_info = 7; //挑战玩家战斗数据
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}
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message SSCrossYuanHangTrialChallengeResultAck { //project game
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int32 error = 1; //错误码
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bool win = 2;
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int32 ship_trial_level = 3; //远航试炼登记
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YuanHangTrialLogData log_data = 4; //有则添加到自身记录中
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}
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//远航试炼排行榜积分更新
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message SSCrossYuanHangTrialUpdateRankScoreNtf { //project crossserver //RouteRule crossserver
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uint64 uid = 1;
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uint64 rank_score = 2;
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}
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//获取远航试炼排行榜
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message SSCrossYuanHangTrialRankListReq { //project crossserver //RouteRule crossserver
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uint64 uid = 1;
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int32 start_idx = 2;
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}
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message SSCrossYuanHangTrialRankListAck { //project game
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int32 start_idx = 1;
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uint32 self_rank = 2; //自身排名
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uint64 self_score = 3; //自身积分
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uint32 total_rank = 4; //当前参加排名的人数
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repeated CommonRankInfo rank_list = 5;
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}
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//被挑战日志通知
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message SSCrossYuanHangTrialLogNtf { //project social|game|db
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uint64 ntf_uid = 1;
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YuanHangTrialLogData log_data = 2; //有则添加到自身记录中
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}
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//查询飞艇信息
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message SSCrossYuanHangTrialInfoReq { //project crossserver //RouteRule crossserver
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uint64 trial_uid = 1;
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uint64 trial_end_time = 2;
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}
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message SSCCrossYuanHangTrialInfoAck { //project game
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int32 error = 1;
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YuanHangTrialData trial_data = 2;
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string nick_name = 3;
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}
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//跨服-巅峰爬塔
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//排行榜按照最大战力/阵容数据实时刷新(不是最大战力时的阵容)
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message SSCrossRankUpdateNtf { //project crossrank //RouteRule crossrank
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uint64 self_max_fight_power = 1;
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FightRoleInfo fight_info = 2; //挑战玩家战斗数据
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}
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//进入巅峰之塔玩家阵容信息更新
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message SSCrossRankFightInfoUpdateNtf { //project crossrank //RouteRule crossrank
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FightRoleInfo fight_info = 1; //挑战玩家战斗数据
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uint64 cur_self_max_fight_power = 2; //当前玩家战斗力(不在榜上时更新用当前战斗力更新榜信息)
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}
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//巅峰之塔匹配玩家
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message SSCrossTopTowerMatchFightReq { //project crossrank //RouteRule crossrank
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// repeated KeyValueTypeList match_list = 1; //1-10层匹配参数
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}
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message SSCrossTopTowerMatchFightAck { //project game
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int32 error = 1;
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repeated TopTowerFightRoleInfo fight_info_list = 2; //挑战玩家战斗数据
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}
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//买路排行榜通知
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message SSCrossTopTowerForceWinRankUpdateNtf { //project crossrank //RouteRule crossrank
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uint64 fight_uid = 1;
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}
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//获取买路排行榜
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message SSCrossTopTowerForceWinRankListReq { //project crossrank //RouteRule crossrank
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uint64 uid = 1;
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int32 start_idx = 2;
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}
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message SSCrossTopTowerForceWinRankListAck { //project game
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int32 start_idx = 1;
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uint32 self_rank = 2; //自身排名
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uint64 self_score = 3; //自身积分
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uint32 total_rank = 4; //当前参加排名的人数
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repeated CommonRankInfo rank_list = 5;
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}
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//该proto下文件会使用router节点进行转发
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///////////////全局跨服global cross
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//跨服聊天(根据类型区分局部跨服还是整体跨服)
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message SSGCrossChatMessageReq { //project gcrossmap //RouteRule gcrossmap
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int32 type = 1;
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ChatMessageInfo message = 2;//消息内容
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uint64 target_id = 3;//私人聊天,好友聊天时发送的目标玩家
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ChatPlayerBriefInfo from_id = 4;//私人聊天,好友聊天时发送的来源玩家
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int32 cur_space_id = 5;
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}
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message SSGCrossChatMessageAck { //project game
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int32 error = 1; //错误码
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uint64 target_id = 2; //目标玩家(离线玩家ID)
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ChatMessageInfo message = 3;//消息内容
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int32 type = 4;
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}
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message SSGCrossChatMessageNtf { //project game
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repeated MessageContentInfo msg_list = 1;
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repeated SystemMessage s_msg_list = 2;
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}
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//map进程通过etcd上报自己的状态,maprouter进程通过etcd的监听来获取每个map的状态
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//角色进入地图,选择合适的AOI节点(由玩家决定进入哪个线)
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//地图通用参数
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//1,情侣
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message SelfCrossMapParam {
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uint64 lover_uid = 1;// 情侣
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}
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message SSGCrossMapEnterReq { //project gcrossmap //RouteRule gcrossmap
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int32 aoi_line = 1; //选择进入的地图
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int32 map_type = 2; //选择的地图功能类型
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PlayerShowInfo show_info = 3;
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Vector3 pos = 4; //位置
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Vector3 dir = 5; //朝向
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SelfCrossMapParam self_map_param = 6;
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}
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message SSGCrossMapEnterAck { //project game
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int32 error = 1; //错误码
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int32 line_num = 2;
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int32 map_type = 3;
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string map_sid = 4;
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UnitPosAndDir unit_info = 5;
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}
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//通知其他玩家,有单位进入地图
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message SSGCrossMapEnterNtf { //project game
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repeated UnitPosAndDir unit_info_list = 1;
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}
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message SSGCrossMapLeaveReq { //project gcrossmap //RouteRule gcrossmap
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Vector3 pos = 1;
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}
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message SSGCrossMapLeaveAck { //project game
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}
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message SSGCrossMapLeaveNtf { //project game
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repeated UnitPosAndDir unit_info_list = 1;
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}
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//客户端1s内发送的位置同步包
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message SSGCrossMapSyncPosReq { //project gcrossmap //RouteRule gcrossmap
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Vector3 pos = 1; //位置
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Vector3 dir = 2; //朝向
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int32 is_on_ground = 3; //是否在地面上
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int32 cur_space_id = 4; //当前所在场景ID
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}
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//客户端模拟使用
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message SSGCrossMapSyncParamReq { //project gcrossmap //RouteRule gcrossmap
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Vector3 pos = 1; //位置
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Vector3 dir = 2; //朝向
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int32 is_on_ground = 3; //是否在地面上
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int32 cur_space_id = 4; //当前所在场景ID
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int32 param_id = 5;
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}
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//不合法的移动时返回错误码
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message SSGCrossMapSyncPosAck {
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int32 error = 1; //错误码
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Vector3 pos = 2; //位置
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Vector3 dir = 3; //朝向
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}
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message SSGCrossMapSyncPosNtf { //project game
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repeated UnitPosAndDir sync_unit_list = 1; //是自己则表示自己进入地图成功或者自己的操作成功
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}
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//参数信息同步广播
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message SSGCrossMapSyncParamNtf{ //project game
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repeated UnitPosAndDir sync_unit_list = 1;
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}
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//获取其他玩家角色信息,AOI地图显示使用(注意:每次发送不超过10个玩家,超过10个后服务器不会返回,做保护处理)
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message SSGCrossMapOtherUnitShowInfoReq { //project gcrossmap //RouteRule gcrossmap
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int32 cur_space_id = 1;
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repeated uint64 show_uid_list = 2;
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}
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message SSGCrossMapOtherUnitShowInfoNtf { //project game
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repeated PlayerShowInfo show_info_list = 1; //玩家角色信息
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}
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//avatar信息同步等数据相关消息(//玩家显示变更通知) 定时更新
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message SSGCrossMapUnitShowUpdateNtf { //project gcrossmap //RouteRule gcrossmap
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int32 cur_space_id = 1;
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repeated PlayerShowInfo show_info_list = 2;
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}
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