syntax = "proto3"; package ET; // ResponseType G2C_Match message C2G_Match // ISessionRequest { int32 RpcId = 1; } message G2C_Match // ISessionResponse { int32 RpcId = 1; int32 Error = 2; string Message = 3; } /// 匹配成功,通知客户端切换场景 message Match2G_NotifyMatchSuccess // IMessage { int32 RpcId = 1; /// 房间的ActorId ActorId ActorId = 2; } /// 客户端通知房间切换场景完成 message C2Room_ChangeSceneFinish // IRoomMessage { int64 PlayerId = 1; } message LockStepUnitInfo { int64 PlayerId = 1; TrueSync.TSVector Position = 2; TrueSync.TSQuaternion Rotation = 3; } /// 房间通知客户端进入战斗 message Room2C_Start // IMessage { int64 StartTime = 1; repeated LockStepUnitInfo UnitInfo = 2; } message FrameMessage // IMessage { int32 Frame = 1; int64 PlayerId = 2; LSInput Input = 3; } message OneFrameInputs // IMessage { map Inputs = 2; } message Room2C_AdjustUpdateTime // IMessage { int32 DiffTime = 1; } message C2Room_CheckHash // IRoomMessage { int64 PlayerId = 1; int32 Frame = 2; int64 Hash = 3; } message Room2C_CheckHashFail // IMessage { int32 Frame = 1; bytes LSWorldBytes = 2; } message G2C_Reconnect // IMessage { int64 StartTime = 1; repeated LockStepUnitInfo UnitInfos = 2; int32 Frame = 3; }