LockStepOuter_C_11001.proto 1.2 KB

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  1. syntax = "proto3";
  2. package ET;
  3. //ResponseType G2C_Match
  4. message C2G_Match // IRequest
  5. {
  6. int32 RpcId = 1;
  7. }
  8. message G2C_Match // IResponse
  9. {
  10. int32 RpcId = 1;
  11. int32 Error = 2;
  12. string Message = 3;
  13. }
  14. // 匹配成功,通知客户端切换场景
  15. message Match2G_NotifyMatchSuccess // IActorLocationMessage
  16. {
  17. int32 RpcId = 1;
  18. // 房间的instanceId
  19. int64 InstanceId = 2;
  20. }
  21. // 客户端通知房间切换场景完成
  22. message C2Room_ChangeSceneFinish // IActorRoom
  23. {
  24. int64 PlayerId = 1;
  25. }
  26. message LockStepUnitInfo
  27. {
  28. int64 PlayerId = 1;
  29. TrueSync.TSVector Position = 2;
  30. TrueSync.TSQuaternion Rotation = 3;
  31. }
  32. // 房间通知客户端进入战斗
  33. message Room2C_Start // IActorMessage
  34. {
  35. int64 StartTime = 1;
  36. repeated LockStepUnitInfo UnitInfo = 2;
  37. }
  38. message FrameMessage // IActorMessage
  39. {
  40. int32 Frame = 1;
  41. int64 PlayerId = 2;
  42. LSInput Input = 3;
  43. }
  44. message OneFrameInputs // IActorMessage
  45. {
  46. map<int64, LSInput> Inputs = 2;
  47. }
  48. message Room2C_AdjustUpdateTime // IActorMessage
  49. {
  50. int32 DiffTime = 1;
  51. }
  52. message C2Room_CheckHash // IActorRoom
  53. {
  54. int64 PlayerId = 1;
  55. int32 Frame = 2;
  56. int64 Hash = 3;
  57. }
  58. message Room2C_CheckHashFail // IActorMessage
  59. {
  60. int32 Frame = 1;
  61. bytes LSWorldBytes = 2;
  62. }