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@ -13,15 +13,17 @@ message DBPlayerBattleFormt {
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message ArenaPlayer {
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string uid = 1;
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string name = 2;
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string avatar = 3; //@go_tags(`bson:"avatar"`) 头像
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// string avatar = 3; //@go_tags(`bson:"avatar"`) 头像
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int32 lv = 4; //@go_tags(`bson:"lv"`) 等级
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int32 dan = 5; //段位
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int32 integral = 6;
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int32 rank = 7; //排名
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DBPlayerBattleFormt defend = 8; //防守
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bool isai = 9; //是否是ai
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int32 mformatid = 10; // AIId
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int32 changeintegral = 11; //变化积分
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int32 sex = 5; //性别
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string skin = 6; //时装
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int32 dan = 7; //段位
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int32 integral = 8;
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int32 rank = 9; //排名
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DBPlayerBattleFormt defend = 10; //防守
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bool isai = 11; //是否是ai
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int32 mformatid = 12; // AIId
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int32 changeintegral = 13; //变化积分
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}
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enum BattleRecordState {
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@ -66,28 +68,29 @@ message DBArenaBattleRecord {
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message DBArenaUser {
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string uid = 1; //用户id
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string name = 2; //玩家名称
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string avatar = 3; //@go_tags(`bson:"avatar"`) 头像
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// string avatar = 3; //@go_tags(`bson:"avatar"`) 头像
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int32 lv = 4; //@go_tags(`bson:"lv"`) 等级
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int32 integral = 5; //积分
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// int32 ticket = 6; //挑战券
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int32 dan = 7; //段位
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DBPlayerBattleFormt attack = 8; //进攻阵型
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DBPlayerBattleFormt defend = 9; //防守阵型
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int32 streak = 10; //连胜
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int32 attackrate = 11; //进攻胜率
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int32 defendrate = 12; //防守胜率
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int32 rank = 13; //排名
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int32 buynum = 14; //购买次数
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repeated DBArenaBattleRecord record = 15; //战斗记录
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int64 lastrtickettime = 16; //最后领劵时间
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int32 attackwinuum = 17; //进攻胜利次数
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int32 attacktotaluum = 18; //进攻总次数
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int32 defendwinuum = 19; //防守胜利
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int32 defendtotaluum = 20; //防守总
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repeated double loc = 21; //地图索引 匹配系统使用
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bool isdef = 22; //是否设置防守
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map<int32, DBNpc> npc = 23; // npc Cd
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int32 prededuction = 24; //预扣字段
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int32 sex = 6; //性别
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string skin = 7; //时装
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int32 dan = 8; //段位
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DBPlayerBattleFormt attack = 9; //进攻阵型
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DBPlayerBattleFormt defend = 10; //防守阵型
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int32 streak = 11; //连胜
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int32 attackrate = 12; //进攻胜率
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int32 defendrate = 13; //防守胜率
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int32 rank = 14; //排名
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int32 buynum = 15; //购买次数
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repeated DBArenaBattleRecord record = 16; //战斗记录
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int64 lastrtickettime = 17; //最后领劵时间
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int32 attackwinuum = 18; //进攻胜利次数
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int32 attacktotaluum = 19; //进攻总次数
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int32 defendwinuum = 20; //防守胜利
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int32 defendtotaluum = 21; //防守总
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repeated double loc = 22; //地图索引 匹配系统使用
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bool isdef = 23; //是否设置防守
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map<int32, DBNpc> npc = 24; // npc Cd
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int32 prededuction = 25; //预扣字段
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}
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// npc数据
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@ -29,6 +29,10 @@ enum PlayType {
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sociaty = 12; //工会战
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friendsmeet = 13; //好友切磋
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practicenpc = 14; //武馆NPC
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race = 15; // 阵营 塔
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cycle = 16; // 循环塔
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guildgve = 17; //工会gve
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stone = 18; // 石阵秘境
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}
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//战斗状态
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@ -43,6 +47,12 @@ enum DBBattleComp {
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red = 1; //红方
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bule = 2; //蓝方
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}
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//动态技能
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message DySkillData {
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int32 skillID = 1;
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int32 skillLv = 2;
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int32 param =3;
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}
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message BattleRole {
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int32 tid = 1; // 临时id
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@ -55,8 +65,8 @@ message BattleRole {
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int32 mainSuitSkill = 8; ///@go_tags(`bson:"mainSuitSkill"`) 主套装技能
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int32 subSuitSkill = 9; ///@go_tags(`bson:"subSuitSkill"`) 副套装技能
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repeated SkillData normalSkill = 10; //@go_tags(`bson:"normalSkill"`) 普通技能
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repeated SkillData equipSkill = 11; //@go_tags(`bson:"equipSkill"`) 普通技能
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int32 PandaBuff = 12; //熊猫buff技能id
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repeated SkillData equipSkill = 11; //@go_tags(`bson:"equipSkill"`) 装备技能
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repeated DySkillData battleBeforeSkill = 12; //@go_tags(`bson:"battleBeforeSkill"`) 战前技能
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map<int32, int32> property = 13; //基础属性
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bool ishelp = 14; //是否是助战英雄
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int32 isboos = 15; //是否是boos
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@ -20,15 +20,17 @@ message BattleFormation {
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message BattleEVEReq {
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PlayType ptype = 1; //玩法类型
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string title = 2; //战斗标题
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BattleFormation format = 3; //布阵信息
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repeated int32 sysformat = 4; //系统辅助
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repeated int32 backupformat = 5; //后援辅助
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repeated int32 buleformat = 6; //蓝方
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int32 rulesid = 3; //规则id
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BattleFormation format = 4; //布阵信息
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repeated int32 sysformat = 5; //系统辅助
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repeated int32 backupformat = 6; //后援辅助
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repeated int32 buleformat = 7; //蓝方
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}
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// pve 战斗创建请求 (此请求 为服务端间使用 客户端可忽略)
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message BattlePVEReq {
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PlayType ptype = 1; //玩法类型
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string title = 2; //战斗标题
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int32 rulesid = 3; //规则id
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BattleFormation format = 4; //布阵信息
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repeated int32 mformat = 5; //敌方增容信息
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}
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@ -43,6 +45,7 @@ message PVPFormation {
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message BattlePVPReq {
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PlayType ptype = 1; //玩法类型
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string title = 2; //战斗标题
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int32 rulesid = 3; //规则id
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PVPFormation redformat = 4; //布阵信息
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PVPFormation buleformat = 5; //布阵信息
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}
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@ -51,6 +54,7 @@ message BattlePVPReq {
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message BattleRTPVPReq {
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PlayType ptype = 1; //玩法类型
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string title = 2; //战斗标题
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int32 rulesid = 3; //规则id
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string redCompId = 6; //红方阵营id
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repeated BattleFormation redformat = 7; //红方阵型列表
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string blueCompId = 8; //蓝方阵营id
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@ -62,10 +66,11 @@ message BattleRTPVPReq {
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message BattleLPVEReq {
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PlayType ptype = 1; //玩法类型
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string title = 2; //战斗标题
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string scene = 3; //战斗场景
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BattleFormation format = 4; //布阵信息
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int32 monsterleadpos = 5; //队长位置
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repeated BattleRole monsters = 6; //怪物列表
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int32 rulesid = 3; //规则id
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string scene = 4; //战斗场景
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BattleFormation format = 5; //布阵信息
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int32 monsterleadpos = 6; //队长位置
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repeated BattleRole monsters = 7; //怪物列表
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}
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@ -73,6 +78,7 @@ message BattleLPVEReq {
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message BattlePVBReq {
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PlayType ptype = 1; //玩法类型
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string title = 2; //战斗标题
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int32 rulesid = 3; //规则id
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repeated BattleFormation format = 4; //布阵信息
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repeated int32 mformat = 5; //敌方增容信息
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}
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@ -108,7 +114,8 @@ message BattleReport {
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int32 death = 7; // 死亡人数
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int32 round = 8; // 回合数
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int32 harm = 9; //伤害积分
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repeated BattleRole alive = 10; //存活列表
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int32 score = 10; //评分
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repeated BattleRole alive = 11; //存活列表
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}
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//公用消息结构代码
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@ -171,7 +178,6 @@ message BattleFinishPush {
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int32 winSide = 2;
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}
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//战斗认输 请求
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message BattleConcedeReq {
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string battleid = 1;
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@ -191,3 +197,13 @@ message BattleStateInfo
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repeated BattleCmd outCmds = 2;
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repeated BattleCmd inputCmds = 3;
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}
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message StroneBattleReq {
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repeated DySkillData diBuff = 1;
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repeated int32 format = 2;
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repeated BattleRole role = 3;
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int32 leadpos = 4;
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BattleType Btype = 5;
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PlayType Ptype = 6;
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int32 BattleEvents = 7;
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}
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@ -40,13 +40,15 @@ message ComSkillInfo{
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int32 maxCd = 3;
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int32 cd = 4;
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bool showEffect = 5;//是否显示CD恢复特效
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bool CanEmit = 6; //能否释放
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}
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//回合开始
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message ComStartAction{
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int32 from = 1; //当前出手角色
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int32 target = 2; //预选攻击目标
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int32 curRound = 3;
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repeated ComSkillInfo skillInfo = 4;
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int32 curRound = 3; //当前回合
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bool canAtk = 4; //是否能攻击
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repeated ComSkillInfo skillInfo = 5;
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}
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//角色技能CD
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@ -106,6 +108,7 @@ message ComModifyHealth{
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float num = 6;
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int32 nhp = 7;
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int32 mhp = 8;
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bool dmg = 9; //会出现 -0的情况
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}
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//教学任务更新
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message ComTeachTask{
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@ -154,9 +157,20 @@ enum EffectTipsType {
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Not_Gain = 4; //无法获得增益
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Not_Control = 5; //免疫控制
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Not_Action = 6; //无法行动
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Purification = 7; //净化
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Disperse = 8; //驱散
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Gain_round = 9;//获得回合
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}
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//链接特效
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message ComChainEffect
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{
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repeated int32 roles = 1;
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}
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//护盾
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message ComShieldInfo
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{
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int32 rid = 1; //角色id
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int32 value = 2; //本次扣除的护盾值
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int32 curValue = 3; //当前剩余护盾值
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}
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@ -5,14 +5,15 @@ message Goods{
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int32 period = 1; // 变动周期
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int32 curPeriod = 2; // 当前变动周期
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int32 price = 3; // 当前价格
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int64 time = 4; // 刷新时间
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}
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message CityInfo{
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repeated int32 like = 1; // 喜欢的货物ID
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repeated int32 unlike = 2; // 不喜欢的货物ID
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map<int32,int32> count = 3; // 货物对应的数量
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int64 rtime = 4; // 商店刷新时间
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repeated string special = 1; // 城市卖给玩家的商品
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map<string,int32> count = 2; // 货物对应的数量
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repeated string exspecial = 3; // 城市想要玩家卖给他的商品库
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int32 exspecialPCT = 4; //需求商品系数/千分比
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repeated string nextexspecial = 5; // 第二天的
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int32 nextexspecialPCT = 6;
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}
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message BagInfo{// 背包信息
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@ -23,16 +24,32 @@ message BagInfo{// 背包信息
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message DBCaravan {
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string id = 1; //@go_tags(`bson:"_id"`) ID
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string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
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int32 useCount = 3; //@go_tags(`bson:"usecount"`) 当前背包使用的数量
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map<int32,BagInfo> items = 4; // 背包数据
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map<int32,Goods> goods = 5; // key 货物ID
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//int32 useCount = 3; //@go_tags(`bson:"useCount"`) 当前背包使用的数量
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map<string,BagInfo> items = 4; // 背包数据
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map<string,Goods> goods = 5; // key 货物ID
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map<int32,CityInfo> city = 6; // 城市信息
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int32 lv = 7;// 商队等级
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int64 profit= 8;// 虚拟货利润
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int64 resettime = 9;// 最后一次重置时间
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int64 resettime = 9;// 赛季结算时间
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int32 curcity = 10;// 当前城市
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int32 taskid = 11; // 对应对应世界任务组 worldtask
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int32 eventid = 12; // 特殊事件ID(事件配置唯一id)
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int64 tasktime = 13; // 任务触发时间
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int32 baglimit = 14; // 背包上限
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int64 citystime = 15; // 城市刷新时间 固定每天0点刷新
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map<string,int32> oldprice = 16; // 上一次价格 key 货物ID
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int64 rtime = 17; // 客户端不用这个时间
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map<int32,bool> group = 18; //服务器用
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map<int32,bool> reward = 19; // 记录盈利奖励
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int64 itemtime = 20; // 玩家身上的货物同时刷新
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}
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message CaravanRankInfo{
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string uid = 1;
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string name = 2;
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int32 userlv = 3;
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string avatar = 4; //@go_tags(`bson:"avatar"`) 头像
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int32 rank = 5; //排名
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int32 merchantmoney = 6; // 虚拟币
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int32 caravanLv = 7; // 商队等级
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}
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@ -1,4 +1,4 @@
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syntax = "proto3";
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syntax = "proto3";
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option go_package = ".;pb";
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import "caravan/caravan_db.proto";
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import "comm.proto";
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@ -9,12 +9,13 @@ message CaravanGetListReq {
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// 返回进度信息
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message CaravanGetListResp {
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DBCaravan data = 1;
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bool taskTimeOut = 2; // 任务是否超时
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}
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message CaravanBuyOrSellReq {
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int32 city = 1; // 城市id
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map<int32,int32> items = 2;
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map<string,int32> items = 2;
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bool isBuy = 3; // true 为买入 false 为卖出
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}
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@ -42,6 +43,7 @@ message CaravanGetStoryReq {
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message CaravanGetStoryResp {
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DBCaravan data = 1;
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bool bSuccess = 2; // 是否成功接取到任务
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}
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// 任务完成推送
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@ -50,3 +52,24 @@ message CaravanTaskCompletePush {
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bool bSuccess = 2; // 是否成功完成任务
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repeated UserAssets reward = 3; // 成功奖励
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}
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message CaravanRankListReq{
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}
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message CaravanRankListResp{
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repeated CaravanRankInfo list = 1;
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CaravanRankInfo userinfo = 2; //玩家数据
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}
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// 刷新城市信息
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message CaravanRefreshCityReq{
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}
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message CaravanRefreshCityResp{
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map<string,Goods> goods = 1; // key 货物ID
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map<int32,CityInfo> city = 2; // 城市信息
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map<string,int32 > Oldprice = 3;
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int64 resettime = 4;// 赛季结算时间
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}
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@ -18,6 +18,7 @@ enum ChatType {
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EquipmentShare = 4; //装备分享
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ItemShare = 5; //道具分享
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Parkour = 6; //捕羊大赛邀请
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Questionnaire = 7; //问答分享
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}
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message DBChat {
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@ -1,5 +1,6 @@
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syntax = "proto3";
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option go_package = ".;pb";
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import "buried/buried_db.proto";
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message DBCombatUser {
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string uid = 1; //uid
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@ -11,6 +12,8 @@ message DBCombatLevel {
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map<string,string> data = 2; //管卡信息
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repeated int32 passmanster= 3; //通关怪物列表
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repeated int32 passdrop= 4; //通关宝箱列表
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bool pass = 5; //是否通关
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int32 progress = 6; //进度
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repeated ConIProgress passmaintask = 5; //主线任务进度
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repeated ConIProgress passpertask = 6; //副任务完成进度
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int32 Progress = 7; //累计进度
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int32 pass = 8; //通关状态 0未通关 1已通关 2完美通关
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}
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@ -1,19 +1,28 @@
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syntax = "proto3";
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option go_package = ".;pb";
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import "errorcode.proto";
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import "comm.proto";
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import "combat/combat_db.proto";
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import "buried/buried_db.proto";
|
||||
import "battle/battle_msg.proto";
|
||||
|
||||
|
||||
//关卡进入请求
|
||||
message CombatInReq {
|
||||
int32 id = 1; //关卡id
|
||||
int32 level = 1; //关卡id
|
||||
}
|
||||
|
||||
//关卡进入请求
|
||||
message CombatInResp {
|
||||
DBCombatLevel level = 2; //管卡信息
|
||||
DBCombatLevel level = 1; //管卡信息
|
||||
}
|
||||
|
||||
//询问关卡进度
|
||||
message CombatAskReq {
|
||||
int32 level = 1; //关卡id
|
||||
}
|
||||
|
||||
message CombatAskResp {
|
||||
LevelProgressItem level = 1; //关卡id
|
||||
}
|
||||
|
||||
message CombatUpdateLevelReq {
|
||||
@ -22,8 +31,7 @@ message CombatUpdateLevelReq {
|
||||
}
|
||||
|
||||
message CombatUpdateLevelResp {
|
||||
bool succ = 1; //是否成功
|
||||
int32 level = 2; //管卡id
|
||||
int32 level = 1; //管卡id
|
||||
}
|
||||
|
||||
//战斗请求
|
||||
@ -35,10 +43,9 @@ message CombatChallengeReq {
|
||||
|
||||
//战斗请求 回应
|
||||
message CombatChallengeResp {
|
||||
ErrorCode code = 1; //是否成功
|
||||
int32 level = 2; //管卡id
|
||||
int32 manster = 3;
|
||||
BattleInfo info = 4;
|
||||
int32 level = 1; //管卡id
|
||||
int32 manster = 2;
|
||||
BattleInfo info = 3;
|
||||
}
|
||||
|
||||
//战斗奖励领取
|
||||
@ -46,12 +53,13 @@ message CombatChallengeReceiveReq {
|
||||
int32 level = 1; //管卡id
|
||||
int32 manster = 2;
|
||||
BattleReport report = 3; //战报
|
||||
}
|
||||
}
|
||||
|
||||
//战斗奖励领取
|
||||
message CombatChallengeReceiveResp {
|
||||
bool issucc = 1;
|
||||
int32 level = 2; //管卡id
|
||||
bool pass = 3; //是否通关
|
||||
int32 level = 1; //管卡id
|
||||
int32 manster = 2;
|
||||
repeated UserAssets atns = 3; //获取物品
|
||||
}
|
||||
|
||||
//宝箱获取请求
|
||||
@ -62,8 +70,24 @@ message CombatDropReq {
|
||||
|
||||
//宝箱获取请求
|
||||
message CombatDropResp {
|
||||
ErrorCode code = 1; //是否成功
|
||||
int32 level = 1; //管卡id
|
||||
repeated UserAssets atns = 2; //获取物品
|
||||
int32 level = 3; //管卡id
|
||||
bool pass = 4; //是否通关
|
||||
}
|
||||
|
||||
|
||||
//管卡进度对象
|
||||
message LevelProgressItem {
|
||||
int32 level = 1; //管卡id
|
||||
repeated ConIProgress passmaintask = 2; //主线任务进度
|
||||
repeated ConIProgress passpertask = 3; //副任务完成进度
|
||||
int32 Progress = 4; //累计进度
|
||||
int32 pass = 5; //通关状态 0未通关 1已通关 2完美通关
|
||||
repeated UserAssets mainaward = 6; //主奖励
|
||||
repeated UserAssets peraward = 7; //完美奖励
|
||||
}
|
||||
|
||||
|
||||
//管卡通关任务进度推送
|
||||
message CombatProgressPush{
|
||||
repeated LevelProgressItem levels = 1;
|
||||
}
|
@ -4,19 +4,23 @@ import "errorcode.proto";
|
||||
import "google/protobuf/any.proto";
|
||||
|
||||
message ErrorData {
|
||||
string title = 1;
|
||||
int32 dataint = 2;
|
||||
string datastring = 3;
|
||||
ErrorCode code = 1;
|
||||
string title = 2;
|
||||
int32 dataint = 3;
|
||||
string datastring = 4;
|
||||
UserAssets atn = 5;
|
||||
string message = 6;
|
||||
}
|
||||
|
||||
//用户消息流结构1
|
||||
message UserMessage {
|
||||
string MainType = 1; //用户消息处理 模块名 例如:user 对应项目中 user的模块
|
||||
string SubType = 2; //用户消息处理函数名 例如:login 对应项目中 user的模块中
|
||||
uint32 MsgId = 1; //消息id 客户端标记
|
||||
string MainType = 2; //用户消息处理 模块名 例如:user 对应项目中 user的模块
|
||||
string SubType = 3; //用户消息处理函数名 例如:login 对应项目中 user的模块中
|
||||
// api_login 的处理函数
|
||||
string servicePath = 3; // 消息路由地址 部分消息前端确定转发给谁 \worker\worker0
|
||||
google.protobuf.Any data = 4;
|
||||
string sec = 5; //密文
|
||||
string servicePath = 4; // 消息路由地址 部分消息前端确定转发给谁 \worker\worker0
|
||||
google.protobuf.Any data = 5;
|
||||
string sec = 6; //密文
|
||||
}
|
||||
|
||||
//代理用户转发消息结构
|
||||
@ -33,10 +37,8 @@ message AgentMessage {
|
||||
|
||||
// RPC 服务固定回复结构
|
||||
message RPCMessageReply {
|
||||
ErrorCode Code = 1;
|
||||
string ErrorMessage = 2;
|
||||
ErrorData ErrorData = 3;
|
||||
repeated UserMessage Reply = 4;
|
||||
ErrorData ErrorData = 1;
|
||||
repeated UserMessage Reply = 2;
|
||||
}
|
||||
|
||||
//用户代理绑定Uid请求
|
||||
|
@ -28,14 +28,24 @@ message DB_Equipment {
|
||||
string uId = 3; //@go_tags(`bson:"uid"`) 所属玩家Id
|
||||
string heroId = 4; //@go_tags(`bson:"heroId"`) 挂在的英雄卡片id 未装备 填 ''
|
||||
int32 lv = 5; //@go_tags(`bson:"lv"`) 装备强化等级
|
||||
int32 keepFailNum = 6; //@go_tags(`bson:"keepFailNum"`) 连续强化失败次数
|
||||
int32 star = 6; //@go_tags(`bson:"star"`) 装备品质
|
||||
int32 keepFailNum = 7; //@go_tags(`bson:"keepFailNum"`) 连续强化失败次数
|
||||
EquipmentAttributeEntry mainEntry =
|
||||
7; //@go_tags(`bson:"mainEntry"`) 装备主词条
|
||||
8; //@go_tags(`bson:"mainEntry"`) 装备主词条
|
||||
repeated EquipmentAttributeEntry adverbEntry =
|
||||
8; //@go_tags(`bson:"adverbEntry"`) 装备副词条
|
||||
uint32 overlayNum = 9; //@go_tags(`bson:"overlayNum"`) 叠加数量
|
||||
bool isInitialState = 10; //@go_tags(`bson:"isInitialState"`) 是否初始状态
|
||||
bool islock = 11; //@go_tags(`bson:"islock"`) 是否锁
|
||||
9; //@go_tags(`bson:"adverbEntry"`) 装备副词条
|
||||
uint32 overlayNum = 10; //@go_tags(`bson:"overlayNum"`) 叠加数量
|
||||
bool isInitialState = 11; //@go_tags(`bson:"isInitialState"`) 是否初始状态
|
||||
bool islock = 12; //@go_tags(`bson:"islock"`) 是否锁
|
||||
repeated EquipmentSkillEntry adverbskill =
|
||||
12; //@go_tags(`bson:"adverbskill"`) 装备副技能
|
||||
13; //@go_tags(`bson:"adverbskill"`) 装备副技能
|
||||
}
|
||||
|
||||
//装备套装数据
|
||||
message DB_EquipmentSuit {
|
||||
int32 suitid = 1;
|
||||
repeated string eids = 3;
|
||||
int32 str = 4;
|
||||
int32 lv = 5;
|
||||
bool effect = 6;
|
||||
}
|
@ -24,6 +24,7 @@ message EquipmentEquipReq {
|
||||
//装备挂在到英雄上 回应
|
||||
message EquipmentEquipResp {
|
||||
repeated DB_Equipment Equipments = 1; //挂在装备列表
|
||||
repeated DB_EquipmentSuit Suits = 2; //套装效果
|
||||
}
|
||||
|
||||
//装备升级
|
||||
@ -36,6 +37,7 @@ message EquipmentUpgradeReq {
|
||||
message EquipmentUpgradeResp {
|
||||
bool IsSucc = 1;
|
||||
repeated DB_Equipment Equipment = 2;
|
||||
repeated DB_EquipmentSuit Suits = 3; //套装效果
|
||||
}
|
||||
|
||||
//出售道具请求sailitem
|
||||
|
@ -1,6 +1,8 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
// go:generate stringer -type ErrorCode -linecomment
|
||||
// 在pb目录下执行 go generate (先安装工具stringer go install golang.org/x/tools/cmd/stringer) 会生成errorcode_strings.go
|
||||
// ps: 手动注释或删除 errorcode.pb.go中的String()重定义方法
|
||||
//go:generate stringer -type ErrorCode -linecomment
|
||||
enum ErrorCode {
|
||||
Success = 0; //成功
|
||||
GatewayException = 1; //网关执行异常
|
||||
@ -29,6 +31,7 @@ enum ErrorCode {
|
||||
UserLogined = 105; //已在其它终端登录
|
||||
NoOpened = 106; //模块未开放
|
||||
DataNotFound = 107; //数据为找到
|
||||
ExternalModule = 108; //执行外部模块错误
|
||||
|
||||
// user
|
||||
SecKeyInvalid = 1000; //秘钥无效
|
||||
@ -61,6 +64,10 @@ enum ErrorCode {
|
||||
UserTalent3NoEnough = 1027; //阵营3天赋点
|
||||
UserTalent4NoEnough = 1028; //阵营4天赋点
|
||||
UserMerchantNoEnough = 1029; //虚拟币不足
|
||||
UserLvNoEnough = 1030; //等级不足
|
||||
UserStarCoinNoEnough = 1031; //星座币不足
|
||||
UserNickSensitive = 1032; //包含敏感词
|
||||
UserDepositNoEnough = 1033; //储蓄金不足
|
||||
|
||||
// friend
|
||||
FriendNotSelf = 1100; //不能是自己
|
||||
@ -123,6 +130,11 @@ enum ErrorCode {
|
||||
HeroAlreadyKongFuStatus = 1324; // 已经是练功状态
|
||||
HeroLvNoEnough = 1325; // 英雄等级不足
|
||||
HeroIsRegister = 1326; // 英雄已经登记过
|
||||
HeroDayDrwaMax = 1327; // 英雄单日抽卡上限
|
||||
HeroRepeatReward = 1328; // 重复领奖
|
||||
HeroDrawOutTime = 1329; // 不在活动招募时间范围内
|
||||
HeroDrawCD = 1330; // 抽卡cd 中
|
||||
HeroDrawCountErr = 1331; // 抽卡次数不达标
|
||||
|
||||
// equipment
|
||||
EquipmentOnFoundEquipment = 1400; // 未找到武器
|
||||
@ -165,6 +177,9 @@ enum ErrorCode {
|
||||
PagodaGetRewardErr = 1902; // 重复领取
|
||||
PagodaConditionErr = 1903; // 条件不足
|
||||
PagodaUnlock = 1904; // 未解锁 前置条件不足
|
||||
PagodaTimeError = 1905; /// 当前时间未开启
|
||||
PagodaMaxCount = 1906; /// 今天挑战达到上限
|
||||
|
||||
// martialhall
|
||||
MartialhallNotUnlocked = 2000; //没有解锁
|
||||
MartialhallInUse = 2001; //已经在使用
|
||||
@ -191,6 +206,7 @@ enum ErrorCode {
|
||||
VikingBoosType = 2302; // BOSS 类型不对
|
||||
VikingBuyMaxCount = 2303; // 购买达到最大次数
|
||||
VikingMaxChallengeCount = 2304; // 挑战达到最大次数
|
||||
VikingStagePsErr = 2305;// 关卡体力值异常
|
||||
|
||||
// moonfantasy 月之秘境
|
||||
MoonfantasyHasExpired = 2401; // boos 连接已失效
|
||||
@ -285,6 +301,10 @@ enum ErrorCode {
|
||||
SociatyTaskNoFinished = 3041; //任务未完成
|
||||
SociatyTaskReceived = 3042; //任务奖励已领取
|
||||
SociatyApplyLvLimit = 3043; //超出最大申请等级限制
|
||||
SociatyApplyCancel = 3044; //申请取消了
|
||||
SociatyNoticeTextLen = 3045;
|
||||
SociatyNameInscriptionWords = 3046; //工会名称包含铭感词
|
||||
SociatyNoticeInscriptionWords = 3047; //工会公告包含铭感词
|
||||
|
||||
// arena
|
||||
ArenaTicketBuyUp = 3101; //票据上限
|
||||
@ -303,6 +323,9 @@ enum ErrorCode {
|
||||
TrollRepeatedReward = 3305; //奖励重复领取
|
||||
TrollCity = 3306; // 已经在该城市了
|
||||
TrollTask = 3307; // 任务没完成
|
||||
TrollItemNoEnough = 3308; // 道具数量不足
|
||||
TrollCityUnSellItem = 3309; // 当前城市不卖改道具
|
||||
TrollCityUnRecovery = 3310; // 当前城市不回收道具
|
||||
// horoscope
|
||||
HoroscopeNotTurnedOn = 3401; //未开启
|
||||
HoroscopeRestCDNoEnd = 3402; //重置cd未结束
|
||||
@ -332,6 +355,7 @@ enum ErrorCode {
|
||||
WorldtaskChapterUnFinished =3808; //章节任务未完成
|
||||
WorldtaskChapterReceived =3809; //章节奖励已领取
|
||||
WorldtaskNoProcess = 3810; //无需处理
|
||||
WorldtaskBattleCreate = 3811; //战斗创建失败
|
||||
|
||||
// academy
|
||||
AcademyTaskNoCompleteTask = 3901; //未完成任务
|
||||
@ -374,7 +398,7 @@ enum ErrorCode {
|
||||
PracticePillarMaxLv = 4304; //木桩已到满级
|
||||
PracticeYouQiecuoing = 4305; //你有切磋未完成
|
||||
PracticeTargetQiecuoing = 4306; //目标正在切磋中
|
||||
|
||||
PracticeUseLimit = 4307; //柱子使用已达上限
|
||||
//parkour
|
||||
ParkourMemberFull = 4401; //队伍成员已满
|
||||
ParkourInviteOverdue = 4402; //邀请已过期
|
||||
@ -391,4 +415,28 @@ enum ErrorCode {
|
||||
OldtimesLevelOver = 4603;//已通关
|
||||
OldtimesPreLevelNoFinished = 4604; //前置未完成
|
||||
OldtimesNoAllFinished = 4605; //没有全部通关
|
||||
|
||||
//传功房
|
||||
PassonHeroNumNotEnough = 4701; //英雄数量不足
|
||||
PassonHeroUnavailable = 4702; //当前英雄不可用
|
||||
PassonSeatStateErr = 4703; //传功塔状态错误
|
||||
|
||||
//战令
|
||||
WarorderNoOpen = 4801; //活动未开启
|
||||
|
||||
// stonehenge
|
||||
StonehengeRepeatedSelectHero = 4901;// 重复选择英雄
|
||||
StonehengeRepeatedSelectBUff = 4902;// 重复选择buff
|
||||
StonehengePortalErr = 4903;// 传送门校验不对
|
||||
StonehengeEnterRoomFailed = 4904;// 进入房间失败
|
||||
StonehengeRepeatedReward = 4905;// 事件重复完成
|
||||
StonehengeGotoRoomFailed = 4906;// 进入房间失败
|
||||
|
||||
// 活动错误码
|
||||
ActivityOver = 5001; //活动结束
|
||||
ActivityUnOpened = 5002;// 活动未开启
|
||||
ActivityRepatReward = 5003; // 重复领取
|
||||
ActivityNotIntime = 5004; // 不在活动时间范围
|
||||
ActivityInvalid = 5005; // 不存在的活动
|
||||
ActivityCantReward = 5006; // 还不能领奖
|
||||
}
|
||||
|
@ -188,3 +188,8 @@ message FriendQiecuonotifyPush{
|
||||
string uid = 1; //发起者(切磋)
|
||||
int32 notifyType = 2; //1发起通知 2接受通知 3拒绝通知
|
||||
}
|
||||
|
||||
message RPCFriendNumReq {
|
||||
string uid = 1;
|
||||
repeated string cond = 2;
|
||||
}
|
@ -1,6 +1,7 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "comm.proto";
|
||||
import "equipment/equipment_db.proto";
|
||||
|
||||
enum HeroType {
|
||||
HeroTypeNil = 0;
|
||||
@ -24,21 +25,17 @@ message DBHero {
|
||||
repeated int32 skins = 14; // 所有皮肤ID
|
||||
bool block = 15; // 锁定
|
||||
repeated string equipID = 16; //@go_tags(`bson:"equipID"`) 装备 objID
|
||||
int32 sameCount = 17; // @go_tags(`bson:"sameCount"`) 卡片叠加数量
|
||||
int32 suiteId = 18; //@go_tags(`bson:"suiteId"`) 套装Id
|
||||
int32 suiteExtId = 19; // go_tags(`bson:"suiteExtId"`) 扩展套装Id
|
||||
map<string, int32> juexProperty = 20; //@go_tags(`bson:"juexProperty"`) //hp
|
||||
HeroType status = 21; //@go_tags(`bson:"status"`) 状态 (1 练功)
|
||||
int32 suite1Star = 22; //@go_tags(`bson:"suite1Star"`)
|
||||
int32 suite2Star = 23; //@go_tags(`bson:"suite2Star"`)
|
||||
int32 suite1Lv = 24; //@go_tags(`bson:"suite1Lv"`)
|
||||
int32 suite2Lv = 25; //@go_tags(`bson:"suite2Lv"`)
|
||||
map<string, int32> talentProperty = 26; //@go_tags(`bson:"talentProperty"`) // 天赋属性
|
||||
repeated SkillData equipSkill = 27; //@go_tags(`bson:"equipSkill"`) 装备技能
|
||||
map<string, int32> horoscopeProperty = 28; //@go_tags(`bson:"horoscopeProperty"`) //星座属性加成
|
||||
int32 fulllvenr = 29; //@go_tags(`bson:"fulllvenr"`) //满级登记分组 武馆使用
|
||||
string kongfuUid = 30; //@go_tags(`bson:"kongfuUid"`)// 英雄在谁家练功
|
||||
map<string, int32> fetters = 31; //@go_tags(`bson:"fetters"`) //羁绊属性加成
|
||||
map<string, int32> juexProperty = 17; //@go_tags(`bson:"juexProperty"`) //hp
|
||||
HeroType status = 18; //@go_tags(`bson:"status"`) 状态 (1 练功)
|
||||
repeated DB_EquipmentSuit suits = 19; //@go_tags(`bson:"suits"`) 套装列表
|
||||
map<string, int32> talentProperty = 20; //@go_tags(`bson:"talentProperty"`) // 天赋属性
|
||||
repeated SkillData equipSkill = 21; //@go_tags(`bson:"equipSkill"`) 装备技能
|
||||
map<string, int32> horoscopeProperty = 22; //@go_tags(`bson:"horoscopeProperty"`) //星座属性加成
|
||||
int32 fulllvenr = 23; //@go_tags(`bson:"fulllvenr"`) //满级登记分组 武馆使用
|
||||
string kongfuUid = 24; //@go_tags(`bson:"kongfuUid"`)// 英雄在谁家练功
|
||||
map<string, int32> fetters = 25; //@go_tags(`bson:"fetters"`) //羁绊属性加成
|
||||
int32 sameCount = 26; //@go_tags(`bson:"sameCount"`) //叠加数
|
||||
bool ispasson = 27; //是否是传功学员
|
||||
}
|
||||
|
||||
|
||||
@ -46,21 +43,26 @@ message DBHero {
|
||||
message DBHeroRecord {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID 主键id
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
int32 star4 = 3; // 4星保底
|
||||
int32 star5 = 4; // 5星保底
|
||||
int64 mtime = 5; // 修改时间
|
||||
int32 drawcount = 6; // 普通卡牌累计抽取次数
|
||||
map<string,int32> condition = 7; // key recharge、login 等 value 累计抽卡次数
|
||||
map<string,int32> star5Hero = 8;// 第totalcount 次抽到的5星英雄 key 英雄id
|
||||
int32 totalcount = 9;// 总的累计抽卡次数
|
||||
int32 daycount = 10; // 今天抽卡次数
|
||||
int32 onebuy = 11; // 单次购买次数
|
||||
int32 tenbuy = 12; // 十连购买次数
|
||||
int32 inevitable = 13;//第2-30次抽奖必出一个5星英雄
|
||||
int32 inevitable1 = 14;//第30-50次抽奖必出一个5星英雄
|
||||
map<int32,int32> race = 15; // key 阵营类型 value count
|
||||
int64 mtime = 3; // 修改时间
|
||||
int32 drawcount = 4; // 普通卡牌累计抽取次数
|
||||
map<string,int32> condition = 5; // key recharge、login 等 value 累计抽卡次数
|
||||
map<string,int32> star5Hero = 6;// 第totalcount 次抽到的5星英雄 key 英雄id
|
||||
int32 totalcount = 7;// 总的累计抽卡次数
|
||||
int32 daycount = 8; // 今天抽卡次数
|
||||
|
||||
map<int32,int32> race = 11; //key对应的数据 2.普通招募 3-6:阵营招募,分别对应hero表1/2/3/4阵营 7:限时招募
|
||||
map<int32,int32> baodi4 = 12; // 4星保底次数 key 阵营类型 value count
|
||||
map<int32,int32> baodi5 = 13; // 5星保底次数 key 阵营类型 value count
|
||||
map<int32,int32> count = 14; // 抽卡次数 key 阵营类型 value count
|
||||
map<int32,bool> peach = 15;// 记录圣桃结实已领取的奖励
|
||||
map<string,int64> limit = 16; // 限定抽卡 key:英雄id value 冷却结束时间
|
||||
string limitHero = 17; // 默认值为0 需客户端 查表读取默认字段
|
||||
map<string,int64> wish = 18; // 许愿招募 key:英雄id value 冷却结束时间
|
||||
string wishHero = 19; // 当前许愿英雄 (默认值为0 需客户端 查表读取默认字段)
|
||||
bool peachreward = 20;// 圣桃结实已领取奖励
|
||||
}
|
||||
|
||||
|
||||
// 英雄天赋系统
|
||||
message DBHeroTalent {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID 主键id
|
||||
|
@ -51,7 +51,7 @@ message HeroStrengthenUpStarResp {
|
||||
// 卡牌技能升级
|
||||
message HeroStrengthenUpSkillReq {
|
||||
string heroObjID = 1; // 英雄对象ID
|
||||
repeated string item = 2;//
|
||||
map<string,int32> item = 2;// key itemid value 数量
|
||||
}
|
||||
|
||||
// 卡牌技能升级返回
|
||||
@ -97,17 +97,28 @@ message HeroGetSpecifiedResp {
|
||||
DBHero hero = 1; // 英雄对象
|
||||
}
|
||||
|
||||
// 抽卡
|
||||
|
||||
/*
|
||||
抽卡
|
||||
drawType: 2.普通招募 3-6:阵营招募,分别对应hero表1/2/3/4阵营 7:限时招募 8 许愿招募
|
||||
drawCount: 1 单抽 10 十连 (只允许传 1 或 10)
|
||||
consume: 0 消耗A 1 消耗B
|
||||
*/
|
||||
message HeroDrawCardReq {
|
||||
int32 drawType = 1; // 抽卡类型 0 普通
|
||||
int32 drawCount = 2;// 抽卡次数
|
||||
int32 consume = 3;
|
||||
}
|
||||
|
||||
message AtnoData{
|
||||
repeated UserAtno atno = 1;
|
||||
|
||||
|
||||
}
|
||||
message HeroDrawCardResp {
|
||||
repeated AtnoData data = 1;
|
||||
UserAtno wish = 2; // 获得许愿石
|
||||
DBHeroRecord record = 3; // 扩展数据
|
||||
}
|
||||
|
||||
// 英雄变化推送
|
||||
@ -119,10 +130,7 @@ message HeroDrawCardFloorReq {
|
||||
}
|
||||
// 获取抽卡保底次数
|
||||
message HeroDrawCardFloorResp {
|
||||
int32 star4 = 1;
|
||||
int32 star5 = 2;
|
||||
int32 onebuy = 3; // 单次购买次数
|
||||
int32 tenbuy = 4; // 十连购买次数
|
||||
DBHeroRecord record = 1;
|
||||
}
|
||||
|
||||
// 英雄融合
|
||||
@ -180,3 +188,25 @@ message HeroBuyResp{
|
||||
message HeroFirstGetPush {
|
||||
repeated string heroId = 1; //英雄id
|
||||
}
|
||||
|
||||
// 圣桃结实 奖励领取
|
||||
message HeroPeachRewardReq{
|
||||
int32 rewardCid = 1; // 要领取的配置id
|
||||
bool bAllGet = 2 ; // 一键领取
|
||||
}
|
||||
|
||||
message HeroPeachRewardResp{
|
||||
map<int32,bool> peach = 1;// 记录圣桃结实已领取的奖励
|
||||
repeated UserAtno atno = 2; // 奖励列表
|
||||
}
|
||||
|
||||
// 招募指定英雄
|
||||
message HeroAppointHeroReq{
|
||||
int32 drawType = 1; // 招募类型 0 限定招募 1 许愿招募
|
||||
string heroid = 2;// 更换招募获得的英雄
|
||||
}
|
||||
|
||||
message HeroAppointHeroResp{
|
||||
int32 drawType = 1; // 招募类型 0 限定招募 1 许愿招募
|
||||
string heroid = 2;// 更换招募获得的英雄
|
||||
}
|
@ -3,7 +3,8 @@ option go_package = ".;pb";
|
||||
|
||||
//星座图数据
|
||||
message DBHoroscope {
|
||||
string uid = 1; //@go_tags(`bson:"_id"`)
|
||||
map<int32, int32> nodes = 2; //节点信息 key:是节点id value:等级
|
||||
int64 lastrest = 3; //上次重置时间
|
||||
string id= 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //uid
|
||||
map<int32, int32> nodes = 3; //节点信息 key:是节点id value:等级
|
||||
int64 lastrest = 4; //上次重置时间
|
||||
}
|
@ -6,10 +6,8 @@ message DBHunting {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
map<int32,int32> boss = 3; // key boss 类型 value 难度
|
||||
int32 buyCount = 4;//@go_tags(`bson:"buyCount"`) 购买次数
|
||||
int64 cTime = 5; //@go_tags(`bson:"cTime"`) 修改时间
|
||||
map<string,int32> bossTime = 6; //@go_tags(`bson:"bossTime"`)
|
||||
int64 recoveryTime = 7; //@go_tags(`bson:"recoveryTime"`) // 开始恢复的时间
|
||||
map<string,int32> bossTime = 4; //@go_tags(`bson:"bossTime"`)
|
||||
map<int32,int32> ps = 5;// 预扣的体力
|
||||
}
|
||||
|
||||
// 狩猎排行榜
|
||||
|
@ -2,6 +2,7 @@ syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "hunting/hunting_db.proto";
|
||||
import "battle/battle_msg.proto";
|
||||
import "comm.proto";
|
||||
message HuntingGetListReq {
|
||||
|
||||
}
|
||||
@ -15,6 +16,7 @@ message HuntingChallengeReq {
|
||||
int32 bossType = 1; // boos 类型
|
||||
int32 difficulty = 2; // 难度
|
||||
BattleFormation battle = 3;
|
||||
bool autoBuy = 4;// 自动购买
|
||||
}
|
||||
|
||||
message HuntingChallengeResp {
|
||||
@ -27,11 +29,18 @@ message HuntingChallengeOverReq {
|
||||
int32 bossType = 1; // boos 类型
|
||||
int32 difficulty = 2; // 难度
|
||||
BattleReport report = 3; //战报
|
||||
repeated int32 star = 4;// 自动出售装备的星级
|
||||
bool auto = 5; // 是否是连续自动战斗
|
||||
|
||||
}
|
||||
|
||||
// 客户端通知服务器打赢了
|
||||
message HuntingChallengeOverResp {
|
||||
DBHunting data = 1;
|
||||
repeated UserAtno asset = 2;// 推送atno
|
||||
repeated string sell = 3; // 自动出售的装备
|
||||
int32 userExp = 4;
|
||||
map<string,int32> heroexp = 5;// 英雄获得经验
|
||||
}
|
||||
|
||||
// 购买
|
||||
|
@ -8,8 +8,9 @@ message DB_UserItemData {
|
||||
string uId = 2; //@go_tags(`bson:"uid"`) 用户id
|
||||
string itemId = 3; //@go_tags(`bson:"itemId"`) 存放物品的Id
|
||||
uint32 amount = 4; //@go_tags(`bson:"amount"`) 存放物品的数量
|
||||
int64 cTime = 5; //@go_tags(`bson:"cTime"`) 物品获取时间
|
||||
int64 eTime = 6; //@go_tags(`bson:"eTime"`) 物品过期时间
|
||||
bool isNewItem = 7; //@go_tags(`bson:"isNewItem"`) 是否是新的
|
||||
int64 lastopt = 8; //@go_tags(`bson:"lastopt"`) 最后操作时间
|
||||
int32 change= 5; //@go_tags(`bson:"change"`) 最后一次变化量
|
||||
int64 cTime = 6; //@go_tags(`bson:"cTime"`) 物品获取时间
|
||||
int64 eTime = 7; //@go_tags(`bson:"eTime"`) 物品过期时间
|
||||
bool isNewItem = 8; //@go_tags(`bson:"isNewItem"`) 是否是新的
|
||||
int64 lastopt = 9; //@go_tags(`bson:"lastopt"`) 最后操作时间
|
||||
}
|
||||
|
@ -22,7 +22,7 @@ message ItemsChangePush {
|
||||
message ItemsUseItemReq {
|
||||
string GridId = 1; //格子Id
|
||||
uint32 Amount = 2; //使用数量
|
||||
int32 Select = 3; //选择下标
|
||||
int32 Select = 3; //选择下标 (自选宝箱 填保险id,合成/分解 0合成 1分解)
|
||||
}
|
||||
|
||||
//使用物品请求 回应
|
||||
|
@ -40,11 +40,15 @@ message MlineChallengeResp {
|
||||
message MlineChallengeOverReq {
|
||||
int32 stageId = 1; // 小关ID
|
||||
BattleReport report = 3; //战报
|
||||
|
||||
}
|
||||
|
||||
message MlineChallengeOverResp {
|
||||
DBMline data = 1; //当前章节信息
|
||||
repeated UserAssets reward = 2; // 奖励
|
||||
int32 userExp = 3;
|
||||
int32 heroExp = 4;
|
||||
int32 stageId = 5; // 小关ID
|
||||
}
|
||||
|
||||
// 扫荡关卡
|
||||
|
@ -10,3 +10,8 @@ message DBSystemNotify {
|
||||
int64 ctime = 5; //创建时间
|
||||
int64 rtime = 6; //发布时间
|
||||
}
|
||||
|
||||
//通知
|
||||
enum NotifyEvent {
|
||||
Notify_1001 = 0;
|
||||
}
|
@ -7,12 +7,13 @@ import "google/protobuf/any.proto";
|
||||
|
||||
//统一错误码推送
|
||||
message NotifyErrorNotifyPush {
|
||||
string ReqMainType = 1; // 请求协议模块 模块名 例如:user 对应项目中 user的模块
|
||||
string ReqSubType = 2; // 请求协议函数 例如:login 对应项目中 user的模块中
|
||||
uint32 MsgId = 1; //消息id 客户端标记
|
||||
string ReqMainType = 2; // 请求协议模块 模块名 例如:user 对应项目中 user的模块
|
||||
string ReqSubType = 3; // 请求协议函数 例如:login 对应项目中 user的模块中
|
||||
// api_login 的处理函数
|
||||
ErrorCode Code = 3; // 执行返回错误码 对应 errorcode.proto 枚举
|
||||
google.protobuf.Any arg = 4; //参数信息
|
||||
ErrorData err = 5; //错误数据
|
||||
ErrorCode Code = 4; // 执行返回错误码 对应 errorcode.proto 枚举
|
||||
google.protobuf.Any arg = 5; //参数信息
|
||||
ErrorData err = 6; //错误数据
|
||||
}
|
||||
|
||||
//获取系统公告 请求
|
||||
@ -23,3 +24,8 @@ message NotifyGetListResp {
|
||||
int64 LastReadTime = 1; //最后一次阅读时间
|
||||
repeated DBSystemNotify SysNotify = 2; //公告列表
|
||||
}
|
||||
|
||||
//通知事件推送
|
||||
message NotifyEventPush {
|
||||
|
||||
}
|
@ -16,4 +16,5 @@ message Chapter{
|
||||
message Level{
|
||||
int32 lid = 1; //@go_tags(`bson:"lid"`) 关卡ID
|
||||
int32 status = 2; //@go_tags(`bson:"status"`) 状态 0锁定 1已解锁 2进行中 3已完成
|
||||
int32 progress = 3; //@go_tags(`bson:"progress"`) 进度值 物品数量
|
||||
}
|
@ -9,9 +9,7 @@ message DBPagoda {
|
||||
map<int32,bool> reward = 4; // 是否领奖
|
||||
int32 type = 5;
|
||||
bool complete = 6; // 是否通关
|
||||
int32 passCheckID = 7; // 战令领奖ID
|
||||
int32 vipPassCheckID = 8; // vip战令领奖ID
|
||||
map<int32,int32> data = 9; // key 页签 value 层数
|
||||
map<int32,int32> data = 7; // key 页签 value 层数
|
||||
}
|
||||
|
||||
|
||||
@ -29,3 +27,31 @@ message DBPagodaRecord {
|
||||
int32 costTime = 10; //@go_tags(`bson:"costTime"`) 闯关耗时 单位s
|
||||
int32 tab = 11; // 页签
|
||||
}
|
||||
// 爬塔数据明细
|
||||
message DBRacePagodaRecord {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
int32 floor = 3; // 塔层
|
||||
int32 type = 4; // 阵营类型
|
||||
string nickname = 5;// 昵称
|
||||
string skin = 6; // 皮肤 - 头像
|
||||
int32 sex = 7; //性别
|
||||
int32 lv = 8; // 等级
|
||||
int64 overtime = 9;//通关时间
|
||||
|
||||
}
|
||||
message DBPagodaRace {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
map<int32,RaceData> race = 3;// 阵营
|
||||
}
|
||||
|
||||
// 阵营塔数据
|
||||
message RaceData{
|
||||
int32 race = 1; // 阵营ID 0:循环塔 1: 阵营1
|
||||
repeated int32 task = 2; //战斗全局事件
|
||||
int64 rtime = 3; // 刷新时间 客户端不用
|
||||
int32 defeat = 4; // 今日战胜的次数
|
||||
int64 endtime = 5; //剩余倒计时
|
||||
int32 curfloor = 6; //当前层数
|
||||
}
|
@ -77,3 +77,42 @@ message PagodaWarOrderResp{
|
||||
DBPagoda data = 1;
|
||||
repeated UserAssets itmes = 2;// 获得的奖励
|
||||
}
|
||||
|
||||
// 挑战阵营塔
|
||||
message PagodaChallengeRaceReq{
|
||||
int32 race = 1; //0 循环塔 1 阵营1 ...
|
||||
int32 cid = 2;// circularcamptower 表中的id
|
||||
BattleFormation battle = 3;
|
||||
}
|
||||
message PagodaChallengeRaceResp{
|
||||
BattleInfo info = 1;
|
||||
int32 cid = 2; // 塔的配置id
|
||||
}
|
||||
|
||||
// 挑战Over
|
||||
message PagodaChallengeRaceOverReq{
|
||||
int32 cid = 1;// circularcamptower 表中的id
|
||||
BattleReport report = 2; //战报
|
||||
}
|
||||
message PagodaChallengeRaceOverResp{
|
||||
RaceData race = 1;
|
||||
repeated UserAtno reward = 2;
|
||||
|
||||
}
|
||||
|
||||
// 获取所有塔的信息
|
||||
message PagodaGetRaceReq{
|
||||
|
||||
}
|
||||
message PagodaGetRaceResp{
|
||||
map<int32,RaceData> race = 1;// 塔信息
|
||||
}
|
||||
|
||||
// 阵容跨服排行榜
|
||||
message PagodaCrossRaceRankListReq{
|
||||
int32 raceid = 1; // 阵容id
|
||||
}
|
||||
|
||||
message PagodaCrossRaceRankListResp{
|
||||
repeated DBRacePagodaRecord ranks = 1;
|
||||
}
|
@ -9,7 +9,7 @@ message DBPayOrder {
|
||||
int64 ctime = 4;
|
||||
}
|
||||
|
||||
//
|
||||
//用户购买记录
|
||||
message DBUserPay {
|
||||
string uid = 1; //用户id
|
||||
map<string, int32> record = 2; //商品购买次数
|
||||
@ -27,3 +27,25 @@ message DBPayDaily {
|
||||
string uid = 1; //用户id
|
||||
map<int32, PayDailyItem> items = 2; //商品购买次数
|
||||
}
|
||||
|
||||
//活动礼包
|
||||
message DBActivityGiftbag {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) 唯一ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 玩家ID
|
||||
map<int32,ActivityGiftbagItem> activitys = 3; //活动礼包
|
||||
}
|
||||
|
||||
//活动礼包
|
||||
message ActivityGiftbagItem {
|
||||
int64 opentime = 1;
|
||||
int32 days = 2; //开启天数
|
||||
map<int32, PayActivityGiftbagItem> items = 3; //商品购买次数
|
||||
}
|
||||
|
||||
//每日商城商品数据
|
||||
message PayActivityGiftbagItem {
|
||||
int32 id = 1; //礼包id
|
||||
int32 buyunm = 2; //刷新周期内的购买次数
|
||||
int32 totalbuynum = 3; //活动期间类购买的次数
|
||||
int64 lastrefresh = 4; //上次刷新时间
|
||||
}
|
@ -45,3 +45,24 @@ message PayDeliveryResp {
|
||||
string msg = 2;
|
||||
string data = 3;
|
||||
}
|
||||
|
||||
|
||||
// 获取礼包信息
|
||||
message PayGetActivityReq {
|
||||
int32 atype = 1; //活动类型
|
||||
}
|
||||
|
||||
message PayGetActivityResp {
|
||||
ActivityGiftbagItem info = 1;
|
||||
}
|
||||
|
||||
|
||||
// 获取礼包信息
|
||||
message PayActivityBuyReq {
|
||||
int32 id = 1;
|
||||
}
|
||||
|
||||
message PayActivityResp {
|
||||
bool isucc = 1;
|
||||
repeated UserAssets items = 2;
|
||||
}
|
||||
|
@ -14,6 +14,8 @@ message DBPracticePillar {
|
||||
int64 start = 8; //开始时间
|
||||
int64 end = 9; //结束时间
|
||||
int64 expend = 10; //经验上限时间
|
||||
int32 usenum = 11; //已使用次数
|
||||
int64 lastusetime = 12; //上一次使用时间
|
||||
}
|
||||
|
||||
//熊猫武馆教习
|
||||
@ -29,7 +31,17 @@ message DBPracticeStatuer {
|
||||
int32 figure = 2;
|
||||
string name = 3;
|
||||
string unionname = 4;
|
||||
int64 end = 5;
|
||||
int32 sex = 5;
|
||||
string skin = 6;
|
||||
int64 end = 7;
|
||||
}
|
||||
|
||||
//武官资源数据
|
||||
message DBPracticeRes{
|
||||
string pid = 1;
|
||||
int32 state = 2; //0 未使用 1 正在使用
|
||||
int32 usenum = 3; //已使用次数
|
||||
int64 lastusetime = 4; //最后使用时间
|
||||
}
|
||||
|
||||
//练功房
|
||||
@ -39,19 +51,20 @@ message DBPracticeRoom {
|
||||
int32 gymaction = 3; //健身房动作
|
||||
int32 gymrefresh = 4; //健身房刷新次数
|
||||
int64 lastrefresh = 5; //最后刷新时间
|
||||
map<int32,int32> full = 6; //满级登记
|
||||
map<string,int32> knapsack = 7; //资源
|
||||
DBPracticePillar pillar1 = 8; //柱子1
|
||||
DBPracticePillar pillar2 = 9; //柱子2
|
||||
DBPracticePillar pillar3 = 10; //柱子3
|
||||
DBPracticePillar pillarf = 11; //好友柱子
|
||||
repeated DBPracticeStatuer statuers= 12; //武馆雕像
|
||||
int32 currnpc = 13; //当前npc
|
||||
int32 npcstate = 14; //npc状态 0 未挑战 1 挑战失败 2挑战成功 3 CD中
|
||||
int64 refresh = 15; //刷新时间
|
||||
int32 battlenum = 16; //战斗次数
|
||||
int32 captain = 17; //战斗征信队长位
|
||||
repeated BattleRole formation = 18; //战斗阵型
|
||||
int64 lastgymtime = 6; //上一次每日一练的时间
|
||||
map<int32,int32> full = 7; //满级登记
|
||||
map<string,DBPracticeRes> knapsack = 8; //资源
|
||||
DBPracticePillar pillar1 = 9; //柱子1
|
||||
DBPracticePillar pillar2 = 10; //柱子2
|
||||
DBPracticePillar pillar3 = 11; //柱子3
|
||||
DBPracticePillar pillarf = 12; //好友柱子
|
||||
repeated DBPracticeStatuer statuers= 13; //武馆雕像
|
||||
int32 currnpc = 14; //当前npc
|
||||
int32 npcstate = 15; //npc状态 -1未开启 0 未挑战 1 挑战失败 2挑战成功 3 CD中
|
||||
int64 refresh = 16; //刷新时间
|
||||
int32 battlenum = 17; //战斗次数
|
||||
int32 captain = 18; //战斗征信队长位
|
||||
repeated BattleRole formation = 19; //战斗阵型
|
||||
}
|
||||
|
||||
message DBPracticeQiecuoInvite {
|
||||
@ -59,7 +72,6 @@ message DBPracticeQiecuoInvite {
|
||||
int64 timestamp = 2;
|
||||
}
|
||||
|
||||
|
||||
//切磋请求记录
|
||||
message DBPracticeQiecuoRecord{
|
||||
string id = 1; //@go_tags(`bson:"_id"`) id
|
||||
|
@ -4,7 +4,7 @@ import "errorcode.proto";
|
||||
import "practice/practice_db.proto";
|
||||
import "battle/battle_msg.proto";
|
||||
import "pvp/pvp_db.proto";
|
||||
|
||||
import "comm.proto";
|
||||
|
||||
|
||||
///信息请求
|
||||
@ -72,14 +72,14 @@ message PracticeExpulsionReq {
|
||||
}
|
||||
message PracticeExpulsionResp {
|
||||
DBPracticePillar pillar = 1;
|
||||
map<string,int32> knapsack = 2; //资源
|
||||
map<string,DBPracticeRes> knapsack = 2; //资源
|
||||
}
|
||||
|
||||
///自己的英雄被驱逐推送
|
||||
message PracticeBeExpulsionPush{
|
||||
string fuid = 1;
|
||||
DBPracticePillar pillar = 2;
|
||||
map<string,int32> knapsack = 3; //资源
|
||||
map<string,DBPracticeRes> knapsack = 3; //资源
|
||||
}
|
||||
|
||||
|
||||
@ -87,10 +87,11 @@ message PracticeBeExpulsionPush{
|
||||
message PracticeReceiveReq {
|
||||
int32 index = 1; //柱子id
|
||||
string friend = 2; //好友id
|
||||
bool buy =3; //是否花钱完成
|
||||
}
|
||||
message PracticeReceiveResp {
|
||||
DBPracticePillar pillar = 1;
|
||||
map<string,int32> knapsack = 2; //资源
|
||||
map<string,DBPracticeRes> knapsack = 2; //资源
|
||||
}
|
||||
|
||||
///登记满级英雄
|
||||
@ -137,6 +138,7 @@ message PracticeGetGymBuffReq {
|
||||
///健身获得buff请求 回应
|
||||
message PracticeGetGymBuffResp {
|
||||
int32 buffid = 1;
|
||||
repeated UserAssets award = 2; //奖励
|
||||
}
|
||||
|
||||
|
||||
|
@ -1,11 +1,20 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
message ReddotItem {
|
||||
int32 rid = 1; //红点id
|
||||
bool activated = 2; //是否激活
|
||||
int64 nextchanagetime = 3; //下次变化时间 为0 不处理
|
||||
int32 progress = 4; //进度
|
||||
int32 total = 5; //总值
|
||||
}
|
||||
|
||||
|
||||
//红点信息请求
|
||||
message ReddotGetAllReq {}
|
||||
|
||||
message ReddotGetAllResp {
|
||||
map<int32,bool> reddot = 1; //红点信息
|
||||
map<int32,ReddotItem> reddot = 1; //红点信息
|
||||
}
|
||||
|
||||
//红点信息请求
|
||||
@ -14,5 +23,10 @@ message ReddotGetReq {
|
||||
}
|
||||
|
||||
message ReddotGetResp {
|
||||
map<int32,bool> reddot = 1; //红点信息
|
||||
map<int32,ReddotItem> reddot = 1; //红点信息
|
||||
}
|
||||
|
||||
//推送红点改变
|
||||
message ReddotChangePush {
|
||||
repeated ReddotItem rids = 1;
|
||||
}
|
@ -13,4 +13,5 @@ message RtaskTestReq {
|
||||
message RtaskTestResp {
|
||||
bool flag = 1;
|
||||
repeated int32 rtaskIds = 2;
|
||||
int32 rtaskType = 3;
|
||||
}
|
@ -13,12 +13,18 @@ enum ShopType {
|
||||
SmithyShop =7;
|
||||
}
|
||||
|
||||
message UserShopGood {
|
||||
int32 id = 1; //实例id
|
||||
int32 gid = 2; //商品Id
|
||||
int32 buy = 3; //购买实例
|
||||
}
|
||||
|
||||
message UserShopData {
|
||||
int64 LastRefreshTime = 1; //最后一次刷新时间
|
||||
int32 ManualRefreshNum = 2; //手动刷新次数
|
||||
repeated int32 Items = 3; //商品列表
|
||||
map<int32, int32> buy = 4; //购买记录
|
||||
repeated UserShopGood Items = 3; //商品列表
|
||||
map<int32, DB_Equipment> preview = 5; //预览数据
|
||||
int32 leftfreerefreshnum = 6; //剩余免费刷新次数
|
||||
}
|
||||
|
||||
message DBShop {
|
||||
@ -34,12 +40,3 @@ message DBShop {
|
||||
UserShopData heroShop = 10; //@go_tags(`bson:"heroShop"`) 金币商店数据
|
||||
UserShopData smithyShop = 11; //@go_tags(`bson:"smithyShop"`) 金币商店数据
|
||||
}
|
||||
|
||||
// message DBShopItem {
|
||||
// string id = 1; //@go_tags(`bson:"_id"`) 装备id
|
||||
// string uid = 2; //@go_tags(`bson:"uid"`) 装备id
|
||||
// int32 goodsId = 3; //@go_tags(`bson:"goodsId"`) 商品Id
|
||||
// map<int32, int32> buyNum = 4; //@go_tags(`bson:"buyNum"`) 购买数量
|
||||
// map<int32, int64> lastBuyTime =
|
||||
// 5; //@go_tags(`bson:"lastBuyTime"`) 最后一次购买的时间
|
||||
// }
|
||||
|
@ -6,12 +6,13 @@ import "equipment/equipment_db.proto";
|
||||
|
||||
//商品对象数据
|
||||
message ShopItem {
|
||||
int32 GoodsId = 1; //商品Id
|
||||
repeated UserAssets Items = 2; //货物
|
||||
repeated UserAssets Consume = 3; //消耗
|
||||
int32 Sale = 4; //打折
|
||||
int32 LeftBuyNum = 5; //还可购买次数
|
||||
DB_Equipment preview = 6; //装备预览数据
|
||||
int32 gid = 1; //商品id 唯一
|
||||
int32 GoodsId = 2; //商品配置id
|
||||
repeated UserAssets Items = 3; //货物
|
||||
repeated UserAssets Consume = 4; //消耗
|
||||
int32 Sale = 5; //打折
|
||||
int32 LeftBuyNum = 6; //还可购买次数
|
||||
DB_Equipment preview = 7; //装备预览数据
|
||||
}
|
||||
|
||||
//获取装备列表请求
|
||||
@ -26,12 +27,14 @@ message ShopGetListResp {
|
||||
bool IsManualRefresh = 2; //是否手动刷新
|
||||
repeated ShopItem Goods = 4; //商品列表
|
||||
int32 SurplusRefreshNum = 5; //剩余手动刷新次数
|
||||
int64 lastrefreshtime = 6; //上一次刷新时间
|
||||
int32 leftfreerefreshnum = 7; //剩余免费刷新次数
|
||||
}
|
||||
|
||||
//购买商品 请求
|
||||
message ShopBuyReq {
|
||||
ShopType ShopType = 1; //商店类型
|
||||
int32 GoodsId = 2; //商品Id
|
||||
int32 gid = 2; //商品Id
|
||||
int32 BuyNum = 3; //商品购买数量
|
||||
}
|
||||
|
||||
|
@ -1,6 +1,6 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
import "buried/buried_db.proto";
|
||||
|
||||
message Mastery{
|
||||
int32 lv =1;
|
||||
@ -24,6 +24,7 @@ message CustomerInfo{
|
||||
int32 customerId = 1; //顾客ID
|
||||
int32 suitId = 2; //套装ID 随机套装
|
||||
int32 equipCount = 3;//装备数量
|
||||
string uuid = 4; //顾客唯一ID
|
||||
}
|
||||
|
||||
message DBCustomer{
|
||||
@ -72,4 +73,5 @@ message DBTujianTask {
|
||||
message TujianTask{
|
||||
int32 taskId = 1; //@go_tags(`bson:"taskId"`) 任务ID
|
||||
int32 received = 2; //@go_tags(`bson:"received"`) 领取状态 0未领取 1待领取 2已领取
|
||||
ConIProgress cond = 3; //@go_tags(`bson:"cond"`) 任务进度
|
||||
}
|
||||
|
@ -1,6 +1,7 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "battle/battle_msg.proto";
|
||||
import "buried/buried_db.proto";
|
||||
|
||||
message DBSociaty {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
@ -45,7 +46,6 @@ message SociatyMember {
|
||||
SociatyJob job = 2; //@go_tags(`bson:"job"`) 职位
|
||||
int64 ctime = 3; //@go_tags(`bson:"ctime"`) 入会时间
|
||||
int32 contribution = 4; //@go_tags(`bson:"contribution"`) 贡献值
|
||||
map<int32, ChallengeTeam> teams = 5; //@go_tags(`bson:"teams"`) 公会BOSS 队伍
|
||||
}
|
||||
|
||||
// 日志
|
||||
@ -74,6 +74,7 @@ message SociatyTask {
|
||||
int32 taskId = 1; //@go_tags(`bson:"taskId"`) 任务ID
|
||||
int32 status = 2; //@go_tags(`bson:"status"`) 领取状态:0未完成 1已完成
|
||||
int32 received = 3; //@go_tags(`bson:"received"`) 领取状态: 0未领取 1已领取
|
||||
ConIProgress cond = 4; //@go_tags(`bson:"cond"`) 进度
|
||||
}
|
||||
|
||||
// 活跃度
|
||||
|
@ -215,6 +215,12 @@ message SociatyPAgreePush {
|
||||
string sociatyId = 2;
|
||||
}
|
||||
|
||||
// 公会踢人推送
|
||||
message SociatyPDischangePush{
|
||||
string uid = 1; //目标玩家ID
|
||||
string sociatyId = 2;
|
||||
}
|
||||
|
||||
// 公会BOSS入口
|
||||
message SociatyBMainReq {}
|
||||
|
||||
|
@ -1,5 +1,6 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "buried/buried_db.proto";
|
||||
|
||||
message DBTask {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
@ -13,12 +14,13 @@ message DBTask {
|
||||
message TaskData {
|
||||
int32 taskId = 3; //@go_tags(`bson:"taskId"`) 任务Id
|
||||
int32 tag = 4; //@go_tags(`bson:"tag"`) 标签
|
||||
int32 progress = 5; //@go_tags(`bson:"progress"`) 任务进度/完成次数
|
||||
// int32 progress = 5; //@go_tags(`bson:"progress"`) 任务进度/完成次数
|
||||
int32 active = 6; //@go_tags(`bson:"active"`) 活跃度
|
||||
int32 status = 7; //@go_tags(`bson:"status"`) 任务状态 默认0未完成 1已完成
|
||||
int32 received = 8; //@go_tags(`bson:"received"`) 领取状态 默认0未领取 1已领取
|
||||
int32 typeId = 9; //@go_tags(`bson:"typeId"`)
|
||||
int32 sort = 10; //@go_tags(`bson:"sort"`)
|
||||
ConIProgress cond = 11; //@go_tags(`bson:"cond"`)
|
||||
}
|
||||
|
||||
message DBActivity {
|
||||
@ -49,6 +51,7 @@ message rtaskData {
|
||||
map<int32, int32> data = 1; //@go_tags(`bson:"data"`) 当前任务值
|
||||
int32 rtype = 2; //@go_tags(`bson:"rtype"`) 任务类型
|
||||
int64 timestamp = 3; //@go_tasg(`bson:"timestamp"`) 时间戳
|
||||
int32 flag = 4; //@go_tasg(`bson:"flag"`) 任务是接取时记录 flag:1表示已记录 再次记录时不清除
|
||||
}
|
||||
// 玩家任务记录
|
||||
message DBRtaskRecord {
|
||||
|
@ -2,9 +2,6 @@ syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "task/task_db.proto";
|
||||
|
||||
message TaskGetrecordReq {}
|
||||
message TaskGetrecordResp { DBRtaskRecord record = 1; }
|
||||
|
||||
//任务触发
|
||||
message TaskSendReq {
|
||||
int32 taskType = 1; //任务类型
|
||||
|
@ -1,37 +0,0 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
|
||||
// 巨怪列车
|
||||
message DBTrollTrain {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
map<int32,int32> items = 3;// 货物 key 货物ID
|
||||
map<int32,int32> price = 4;// 货物买入价格 key 货物ID
|
||||
int32 gridNum = 5; //@go_tags(`bson:"gridNum"`) 当前使用格子数量
|
||||
int32 tarinPos = 6; //@go_tags(`bson:"tarinPos"`) 火车位置 (商人位置)
|
||||
int32 rangeId = 7; //@go_tags(`bson:"rangeId"`) 增长幅度
|
||||
int32 buy = 8; // 挂机进货标准/千分比
|
||||
int32 sell = 9; //挂机卖出标准/千分比
|
||||
int32 npcLv = 10;//@go_tags(`bson:"npcLv"`) npc 等级
|
||||
map<int32,int32> npcReward = 11;//@go_tags(`bson:"npcReward"`) npc奖励
|
||||
int64 totalEarn = 12;//@go_tags(`bson:"totalEarn"`) 累计赚的钱
|
||||
int32 sellCount = 13;//@go_tags(`bson:"sellCount"`) 今天已经卖出次数
|
||||
int64 refreshTime = 14;//@go_tags(`bson:"refreshTime"`) 最后一次刷新的时间 通过这个计算下一次刷新时间
|
||||
int32 aiCount = 15;//@go_tags(`bson:"aiCount"`) AI 交易次数
|
||||
map<int32,int32> shop= 16; // 商人的限购数量
|
||||
int64 ctime = 17; // 创建时间
|
||||
int32 circle = 18; // 循环商人的次数
|
||||
map<int32,int32> surpriseID = 19; //@go_tags(`bson:"surpriseID"`) key商人id value惊喜货物ID
|
||||
int64 resetTime = 20; //@go_tags(`bson:"resetTime"`) 每日重置时间
|
||||
}
|
||||
|
||||
// 收益记录
|
||||
message DBTrollRecord{
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
int32 gold = 3; // 收益
|
||||
int32 pos = 4; // 商人位置
|
||||
int64 time = 5; // 交易时间
|
||||
}
|
||||
|
@ -1,74 +0,0 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "troll/troll_db.proto";
|
||||
// 查询进度
|
||||
message TrollGetListReq {
|
||||
|
||||
}
|
||||
// 返回进度信息
|
||||
message TrollGetListResp {
|
||||
DBTrollTrain data = 1;
|
||||
}
|
||||
|
||||
// 买卖货物
|
||||
message TrollBuyOrSellReq {
|
||||
map<int32,int32> items =1;//买入货物的数量(负数为卖)
|
||||
}
|
||||
|
||||
message TrollBuyOrSellResp {
|
||||
DBTrollTrain data = 1;
|
||||
}
|
||||
|
||||
// afk 设置
|
||||
message TrollAfkSetReq {
|
||||
int32 buy = 1;
|
||||
int32 sell = 2;
|
||||
int32 count = 3; // 挂机次数
|
||||
}
|
||||
|
||||
message TrollAfkSetResp {
|
||||
DBTrollTrain data = 1;
|
||||
}
|
||||
|
||||
// npv等级奖励
|
||||
message TrollNpcRewardReq {
|
||||
int32 rewardId = 1;
|
||||
}
|
||||
|
||||
message TrollNpcRewardResp {
|
||||
DBTrollTrain data = 1;
|
||||
}
|
||||
|
||||
// 获取收益排行榜
|
||||
message TrollRankListReq {
|
||||
|
||||
}
|
||||
message RankData{
|
||||
int32 rankId = 1; // 排名
|
||||
string uid = 2;
|
||||
string name = 3; // 昵称
|
||||
int64 gold = 4; // 收益金币
|
||||
int32 figure = 5; // 形象
|
||||
int32 title = 6;
|
||||
}
|
||||
message TrollRankListResp {
|
||||
repeated RankData data = 1;
|
||||
}
|
||||
|
||||
// 获取收益明细
|
||||
message TrollRecordListReq {
|
||||
|
||||
}
|
||||
|
||||
message TrollRecordListResp {
|
||||
repeated DBTrollRecord data = 1;
|
||||
}
|
||||
// 获取惊喜商品
|
||||
message TrollSurpriseIdReq {
|
||||
|
||||
}
|
||||
|
||||
// 返回进度信息
|
||||
message TrollSurpriseIdResp {
|
||||
map<int32,int32> surpriseID = 1; //@go_tags(`bson:"surpriseID"`) key商人id value惊喜货物ID
|
||||
}
|
@ -8,10 +8,11 @@ message CacheUser {
|
||||
string GatewayServiceId =
|
||||
4; //@go_tags(`bson:"gatewayServiceId"`) 所在网关服务id
|
||||
string ip = 5; //@go_tags(`bson:"ip"`) 远程ip
|
||||
int64 timestamp = 6; //@go_tags(`bson:"timestamp"`)
|
||||
}
|
||||
|
||||
message DBUser {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string id = 1; //@go_tags(`bson:"id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
string uuid = 3; //@go_tags(`bson:"uuid"`) 玩家唯一uuid
|
||||
string binduid = 4; //@go_tags(`bson:"binduid"`) 玩家账号
|
||||
@ -43,11 +44,19 @@ message DBUser {
|
||||
int32 talent2 = 29; //@go_tags(`bson:"talent2"`) 阵营2天赋点
|
||||
int32 talent3 = 30; //@go_tags(`bson:"talent3"`) 阵营3天赋点
|
||||
int32 talent4 = 31; //@go_tags(`bson:"talent4"`) 阵营4天赋点
|
||||
int32 merchantmoney=32; //@go_tags(`bson:"merchantmoney"`) 虚拟币(商队)
|
||||
repeated string perlist = 33; //@go_tags(`bson:"perlist"`) 皮肤,动作,背景
|
||||
string defper1 = 34; //@go_tags(`bson:"defper1"`) 默认皮肤
|
||||
string defper2 = 35; //@go_tags(`bson:"defper2"`) 默认动作
|
||||
string defper3 = 36; //@go_tags(`bson:"defper3"`) 默认背景
|
||||
int32 merchantmoney=32; //@go_tags(`bson:"merchantmoney"`) 虚拟币利润(商队)
|
||||
repeated string skins = 33; //@go_tags(`bson:"skins"`) 皮肤,动作,背景
|
||||
string curSkin = 34; //@go_tags(`bson:"curSkin"`) 默认皮肤
|
||||
string curAction = 35; //@go_tags(`bson:"curAction"`) 默认动作
|
||||
string curBg = 36; //@go_tags(`bson:"curBg"`) 默认背景
|
||||
int32 area = 37; //@go_tags(`bson:"area"`)区域
|
||||
int32 channel = 38; //@go_tags(`bson:"channel"`)渠道
|
||||
int32 vcode = 39; //@go_tags(`bson:"vcode"`)版本号
|
||||
string vname = 40; //@go_tags(`bson:"vname"`)版本名
|
||||
int32 caravanLv = 41;//@go_tags(`bson:"caravanlv"`)商队等级
|
||||
int64 deposit = 42; //@go_tags(`bson:"deposit"`) 储蓄
|
||||
int64 profit = 43; //@go_tags(`bson:"profit"`) 商队盈利
|
||||
int64 integral = 44; //@go_tags(`bson:"integral"`) 充值积分
|
||||
}
|
||||
|
||||
message DBUserSetting {
|
||||
@ -58,7 +67,6 @@ message DBUserSetting {
|
||||
bool wuli = 6; //@go_tags(`bson:"wuli"`) 物理模拟
|
||||
bool music = 7; //@go_tags(`bson:"music"`) 音乐
|
||||
bool effect = 8; //@go_tags(`bson:"effect"`) 音效
|
||||
|
||||
bool guaji = 9; //@go_tags(`bson:"guaji"`) 挂机
|
||||
bool fuben = 10; //@go_tags(`bson:"fuben"`) 特殊副本重置
|
||||
bool tansuo = 11; //@go_tags(`bson:"tansuo"`) 蜂窝探索
|
||||
@ -78,3 +86,9 @@ message DBSign {
|
||||
repeated int32 puzzle= 7; //@go_tags(`bson:"puzzle"`) 拼图游戏完成情况 // 0 没玩游戏 1 玩了游戏
|
||||
int32 tips = 8; // 提示次数
|
||||
}
|
||||
|
||||
message DBRandomName{
|
||||
string name_cn = 1;//@go_tags(`bson:"name_cn"`) 中文名
|
||||
int32 gender = 2; //@go_tags(`bson:"gender"`)性别
|
||||
int32 status = 3; // @go_tags(`bson:"status"`) 0未使用1已使用
|
||||
}
|
@ -12,6 +12,10 @@ import "comm.proto";
|
||||
message UserLoginReq {
|
||||
string account = 1; //账号
|
||||
string sid = 2; //区服编号
|
||||
int32 area = 3; //区域
|
||||
int32 channel = 4; //渠道
|
||||
int32 vcode = 5; //版本号
|
||||
string vname = 6; //版本名
|
||||
}
|
||||
|
||||
message UserLoginResp {
|
||||
@ -50,10 +54,12 @@ message UserLoadResp { CacheUser data = 1; }
|
||||
message UserCreateReq {
|
||||
string NickName = 1; //昵称
|
||||
int32 figure = 2; // 模型 做展示用
|
||||
int32 gender = 3; //性别 0男1女
|
||||
int32 gender = 3; //性别 1男2女
|
||||
}
|
||||
|
||||
message UserCreateResp { bool IsSucc = 1; }
|
||||
message UserCreateResp {
|
||||
|
||||
}
|
||||
|
||||
// 玩家资源变更推送
|
||||
message UserResChangedPush {
|
||||
@ -72,7 +78,8 @@ message UserResChangedPush {
|
||||
int32 talent3 = 13; //@go_tags(`bson:"talent3"`) 阵营3天赋点
|
||||
int32 talent4 = 14; //@go_tags(`bson:"talent4"`) 阵营4天赋点
|
||||
int32 merchantmoney = 15;//@go_tags(`bson:"merchantmoney"`) 商队虚拟币
|
||||
repeated string perlist = 16;//@go_tags(`bson:"perlist"`) 皮肤资源
|
||||
int64 integral = 16; //@go_tags(`bson:"integral"`) 充值积分
|
||||
// repeated string perlist = 16;//@go_tags(`bson:"perlist"`) 皮肤资源
|
||||
}
|
||||
// 玩家在其它终端登录的通知
|
||||
message UserOtherTermLoginPush { string uid = 1; }
|
||||
@ -112,6 +119,7 @@ message UserModifynameResp {
|
||||
string uid = 1;
|
||||
uint32 count = 2; //剩余修改次数
|
||||
string name = 3;
|
||||
ErrorCode code = 4;
|
||||
}
|
||||
|
||||
// 修改头像
|
||||
@ -162,7 +170,7 @@ message UserVipChangedPush {
|
||||
// 用户签名
|
||||
message UserModifysignReq { string sign = 1; }
|
||||
|
||||
message UserModifysignResp { string uid = 1; }
|
||||
message UserModifysignResp { string sign = 1; }
|
||||
|
||||
// 玩家战斗记录
|
||||
message UserBattlerecordReq { string uid = 1; }
|
||||
@ -235,15 +243,51 @@ message UserSellResResp {
|
||||
|
||||
//请求设置默认皮肤
|
||||
message UserSwitchDefPerReq{
|
||||
string defper1 = 1;
|
||||
string defper2 = 2;
|
||||
string defper3 = 3;
|
||||
string curSkin = 1;
|
||||
string curAction = 2;
|
||||
string curBg = 3;
|
||||
}
|
||||
|
||||
//请求设置默认皮肤
|
||||
message UserSwitchDefPerResp{
|
||||
bool issucc = 1;
|
||||
string defper1 =2;
|
||||
string defper2 = 3;
|
||||
string defper3 = 4;
|
||||
string curSkin =2;
|
||||
string curAction = 3;
|
||||
string curBg = 4;
|
||||
}
|
||||
|
||||
message UserSkinlistPush {
|
||||
repeated string skins = 1;
|
||||
|
||||
string curSkin = 2;
|
||||
string curAction = 3;
|
||||
string curBg = 4;
|
||||
string avatar = 5;
|
||||
}
|
||||
|
||||
message UserRandomNameReq {
|
||||
|
||||
}
|
||||
|
||||
message UserRandomNameResp {
|
||||
string name = 1;
|
||||
int32 gender = 2;
|
||||
}
|
||||
|
||||
// 储蓄金领取
|
||||
message UserDepositReq{
|
||||
|
||||
}
|
||||
|
||||
message UserDepositResp{
|
||||
UserAssets atn = 1;
|
||||
}
|
||||
|
||||
// 获取储蓄金
|
||||
message UserGetdepositReq{
|
||||
|
||||
}
|
||||
|
||||
message UserGetdepositResp{
|
||||
UserAssets atn = 1;
|
||||
}
|
@ -37,4 +37,6 @@ message DBUserExpand {
|
||||
repeated int32 suiteId = 35;//@go_tags(`bson:"suiteId"`) 套装Id
|
||||
int32 globalbuff = 36; //@go_tags(`bson:"globalbuff"`) 全局buff
|
||||
map<int32, int32> race = 37; // key 阵营ID 1~4 value 总好感度
|
||||
map<string,int32> herofrag = 38;//当获得重复守护者时获得的守护之心次数
|
||||
int32 passonlv = 39; //传功等级
|
||||
}
|
@ -6,10 +6,9 @@ message DBViking {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
map<int32,int32> boss = 3; // key boos 类型 value 难度
|
||||
int32 buyCount = 4;//@go_tags(`bson:"buyCount"`) 购买次数
|
||||
int64 cTime = 5; //@go_tags(`bson:"cTime"`) 修改时间
|
||||
map<string,int32> bossTime = 6; //@go_tags(`bson:"bossTime"`)
|
||||
int64 recoveryTime = 7; //@go_tags(`bson:"recoveryTime"`) // 开始恢复的时间
|
||||
map<string,int32> bossTime = 4; //@go_tags(`bson:"bossTime"`)
|
||||
map<int32,int32> ps = 5;// 预扣的体力
|
||||
map <int32,int32> round = 6; // 总回合数
|
||||
}
|
||||
|
||||
// 维京远征排行榜
|
||||
@ -25,3 +24,18 @@ message DBVikingRank {
|
||||
repeated LineUp line = 9; // 阵容数据
|
||||
int32 costTime = 10; //@go_tags(`bson:"costTime"`) 闯关耗时 单位s
|
||||
}
|
||||
|
||||
// 装备副本DBVSeasonRank
|
||||
message DBVSeasonRank {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
int32 difficulty = 3; // 难度
|
||||
int32 bosstype = 4; // boss类型塔类型
|
||||
string nickname = 5;// 昵称
|
||||
string icon = 6; // 玩家头像
|
||||
int32 lv = 7; // 玩家等级
|
||||
int32 leadpos = 8; //队长位置
|
||||
repeated LineUp line = 9; // 阵容数据
|
||||
int32 huihe = 10; // 平均回合数 建议*10
|
||||
string sid =11; //@go_tags(`bson:"sid"`) 区服id
|
||||
}
|
@ -30,6 +30,8 @@ message VikingChallengeOverReq {
|
||||
int32 difficulty = 2; // 难度
|
||||
BattleReport report = 3; //战报
|
||||
repeated int32 star = 4;// 自动出售装备的星级
|
||||
int32 auto = 5; // 是否是连续自动战斗
|
||||
|
||||
}
|
||||
|
||||
// 客户端通知服务器打赢了
|
||||
@ -38,6 +40,7 @@ message VikingChallengeOverResp {
|
||||
repeated UserAtno asset = 2;// 推送atno
|
||||
repeated string sell = 3; // 自动出售的装备
|
||||
map<string,int32> heroexp = 4;// 英雄获得经验
|
||||
int32 userExp = 5;
|
||||
}
|
||||
|
||||
|
||||
@ -60,3 +63,13 @@ message VikingRankListResp{
|
||||
repeated DBVikingRank ranks = 1; // 排行数据 有序的 注意boss类型
|
||||
}
|
||||
|
||||
// 排行榜
|
||||
message VikingSeasonRankReq{
|
||||
int32 boosType = 1; // boss 类型
|
||||
}
|
||||
|
||||
message VikingSeasonRankResp{
|
||||
repeated DBVSeasonRank ranks = 1; // 排行数据 有序的 注意boss类型
|
||||
int64 etime = 2;
|
||||
}
|
||||
|
||||
|
@ -1,19 +1,24 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "buried/buried_db.proto";
|
||||
|
||||
message DBWorldtask {
|
||||
string uid = 1; //@go_tags(`bson:"uid"`) 玩家ID
|
||||
repeated int32 taskList = 3; //@go_tags(`bson:"taskList"`) 任务列表
|
||||
map<int32, Worldtask> currentTask = 4; //@go_tags(`bson:"currentTask"`) 正在进行的任务
|
||||
map<int32, Worldtasks> currentTasks = 4; //@go_tags(`bson:"currentTasks"`) 正在进行的任务
|
||||
map<int32,int32> chapters = 5; //@go_tags(`bson:"chapters"`) key章节ID v状态 1已解锁2已领取
|
||||
int64 daliyRefreshTime = 6; //@go_tags(`bson:"daliyRefreshTime"`)
|
||||
int64 weekRefreshTime = 7; //@go_tags(`bson:"weekRefreshTime"`)
|
||||
}
|
||||
|
||||
message Worldtasks{
|
||||
map<int32,Worldtask> taskMap = 1; //@go_tags(`bson:"tasks"`)
|
||||
}
|
||||
|
||||
message Worldtask {
|
||||
int32 taskId = 1; //@go_tags(`bson:"taskIds"`) 任务ID
|
||||
int32 taskId = 1; //@go_tags(`bson:"taskId"`) 任务ID
|
||||
int32 taskType= 3; //@go_tags(`bson:"taskType"`) 任务类型 1 日/周常 2随机任务 3支线剧情
|
||||
int32 npcStatus = 5; //@go_tags(`bson:"npcStatus"`) NPC任务完成状态0未完成 1完成
|
||||
repeated int32 condiIds = 6; //@go_tags(`bson:"condiIds"`) 任务完成条件
|
||||
repeated ConIProgress conds = 6; //@go_tags(`bson:"conds"`) 任务完成条件
|
||||
int32 deliverNpc = 7; //@go_tags(`bson:"deliverNpc"`) 交付NPC完成状态0未完成 1完成
|
||||
}
|
@ -2,7 +2,7 @@ syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "battle/battle_msg.proto";
|
||||
import "worldtask/worldtask_db.proto";
|
||||
import "errorcode.proto";
|
||||
import "buried/buried_db.proto";
|
||||
|
||||
// 我的世界任务
|
||||
message WorldtaskMineReq {}
|
||||
@ -11,47 +11,46 @@ message WorldtaskMineResp { DBWorldtask task = 1; }
|
||||
|
||||
//接受任务
|
||||
message WorldtaskAcceptReq{
|
||||
int32 groupId = 1;
|
||||
int32 taskId = 2;
|
||||
int32 taskId = 1;
|
||||
}
|
||||
message WorldtaskAcceptResp{
|
||||
ErrorCode Code = 1;
|
||||
repeated ConIProgress conds = 1; //完成条件
|
||||
}
|
||||
|
||||
//任务完成条件推送
|
||||
message WorldtaskCompletecondisPush{
|
||||
//任务条件变化推送
|
||||
message WorldtaskChangecondisPush{
|
||||
repeated CurrentTask tasks = 1;
|
||||
}
|
||||
|
||||
message CurrentTask{
|
||||
int32 groupId = 1;
|
||||
int32 taskId = 2;
|
||||
repeated int32 condiIds = 3;
|
||||
repeated ConIProgress conds = 3;
|
||||
}
|
||||
|
||||
//校验任务完成条件
|
||||
message WorldtaskCompleteCondiReq{
|
||||
int32 groupId = 1;
|
||||
int32 taskId = 2;
|
||||
int32 condiId = 3;
|
||||
int32 taskId = 1;
|
||||
int32 condiId = 2;
|
||||
}
|
||||
|
||||
message WorldtaskCompleteCondiResp{
|
||||
ErrorCode code = 1;
|
||||
int32 taskId = 2;
|
||||
int32 condiId = 3;
|
||||
int32 taskId = 1;
|
||||
int32 condiId = 2;
|
||||
}
|
||||
|
||||
// 完成任务
|
||||
message WorldtaskFinishReq {
|
||||
int32 groupId = 1; //分组ID
|
||||
int32 taskId = 2; //任务ID
|
||||
int32 taskId = 1; //任务ID
|
||||
}
|
||||
|
||||
message WorldtaskFinishResp {
|
||||
ErrorCode code = 1;
|
||||
int32 taskId = 2;
|
||||
int32 condiId = 3;
|
||||
int32 taskId = 1;
|
||||
}
|
||||
|
||||
//任务完成条件达成的推送
|
||||
message WorldtaskNexttaskPush {
|
||||
map<int32, Worldtask> nextTask = 1;
|
||||
map<int32, Worldtasks> nextTask = 1;
|
||||
repeated int32 finishedTaskIds = 2;// 当前完成的任务
|
||||
}
|
||||
|
||||
@ -67,7 +66,6 @@ message WorldtaskBattleStartResp {
|
||||
|
||||
// 战斗完成
|
||||
message WorldtaskBattleFinishReq {
|
||||
int32 groupId = 1;
|
||||
int32 taskId = 2; //任务ID
|
||||
int32 condiId = 3; //完成条件ID
|
||||
int32 battleConfId = 4; //战斗配表ID
|
||||
@ -89,5 +87,20 @@ message WorldtaskChapterrewardReq{
|
||||
}
|
||||
|
||||
message WorldtaskChapterrewardResp{
|
||||
ErrorCode code = 1;
|
||||
int32 groupId = 1;
|
||||
}
|
||||
|
||||
// 测试使用
|
||||
message WorldtaskTriggerReq {
|
||||
int32 rtaskType = 1; //任务类型
|
||||
repeated int32 params = 2; //参数
|
||||
int32 condiId = 3; //条件ID
|
||||
int32 groupId = 4; //分组编号
|
||||
string rtaskIds = 5; //已完成的任务ids
|
||||
}
|
||||
|
||||
message WorldtaskTriggerResp {
|
||||
bool flag = 1;
|
||||
repeated int32 rtaskIds = 2;
|
||||
int32 rtaskType = 3;
|
||||
}
|
Loading…
Reference in New Issue
Block a user