syntax = "proto3"; package ET; //ResponseType A2M_Reload message M2A_Reload // IActorRequest { int32 RpcId = 90; } message A2M_Reload // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //ResponseType G2G_LockResponse message G2G_LockRequest // IActorRequest { int32 RpcId = 90; int64 Id = 1; string Address = 2; } message G2G_LockResponse // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //ResponseType G2G_LockReleaseResponse message G2G_LockReleaseRequest // IActorRequest { int32 RpcId = 90; int64 Id = 1; string Address = 2; } message G2G_LockReleaseResponse // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //ResponseType ObjectAddResponse message ObjectAddRequest // IActorRequest { int32 RpcId = 90; int64 Key = 1; int64 InstanceId = 2; } message ObjectAddResponse // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //ResponseType ObjectLockResponse message ObjectLockRequest // IActorRequest { int32 RpcId = 90; int64 Key = 1; int64 InstanceId = 2; int32 Time = 3; } message ObjectLockResponse // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //ResponseType ObjectUnLockResponse message ObjectUnLockRequest // IActorRequest { int32 RpcId = 90; int64 Key = 1; int64 OldInstanceId = 2; int64 InstanceId = 3; } message ObjectUnLockResponse // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //ResponseType ObjectRemoveResponse message ObjectRemoveRequest // IActorRequest { int32 RpcId = 90; int64 Key = 1; } message ObjectRemoveResponse // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //ResponseType ObjectGetResponse message ObjectGetRequest // IActorRequest { int32 RpcId = 90; int64 Key = 1; } message ObjectGetResponse // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int64 InstanceId = 1; } message G2M_SessionDisconnect // IActorLocationMessage { int32 RpcId = 90; } //ResponseType L2A_LoginAccountResponse message A2L_LoginAccountRequest // IActorRequest { int32 RpcId = 90; int64 AccountId = 1; } message L2A_LoginAccountResponse // IActorResponse { int32 RpcId = 1; int32 Error = 2; string Message = 3; } message L2G_DisconnectGateUnit // IActorMessage { int64 AccountId = 1; } //ResponseType R2A_GetRealmKey message A2R_GetRealmKey // IActorRequest { int32 RpcId = 90; int64 AccountId = 1; } message R2A_GetRealmKey // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; string RealmKey = 1; } //ResponseType G2R_GetLoginGateKey message R2G_GetLoginGateKey // IActorRequest { int32 RpcId = 90; int64 AccountId = 1; } message G2R_GetLoginGateKey // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; string GateSessionKey = 1; } //ResponseType L2G_AddLoginRecord message G2L_AddLoginRecord // IActorRequest { int32 RpcId = 90; int64 AccountId = 1; int32 ServerId = 2; } message L2G_AddLoginRecord // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //ResponseType M2G_RequestEnterGameState message G2M_RequestEnterGameState // IActorLocationRequest { int32 RpcId = 90; } message M2G_RequestEnterGameState // IActorLocationResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } message M2M_UnitTransferResponse // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int64 NewInstanceId = 1; } //ResponseType M2G_RequestExitGame message G2M_RequestExitGame // IActorLocationRequest { int32 RpcId = 90; } message M2G_RequestExitGame // IActorLocationResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //ResponseType L2G_RemoveLoginRecord message G2L_RemoveLoginRecord // IActorRequest { int32 RpcId = 90; int64 AccountId = 1; int32 ServerId = 2; } message L2G_RemoveLoginRecord // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //----------------玩家缓存相关--------------------- //增加或者更新Unit缓存 //ResponseType UnitCache2Other_AddOrUpdateUnit message Other2UnitCache_AddOrUpdateUnit // IActorRequest { int32 RpcId = 90; int64 UnitId = 1; //需要缓存的UnitId repeated string EntityTypes = 2; // 实体类型 repeated bytes EntityBytes = 3; // 实体序列化后的bytes } message UnitCache2Other_AddOrUpdateUnit //IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //获取Unit缓存 //ResponseType UnitCache2Other_GetUnit message Other2UnitCache_GetUnit // IActorRequest { int32 RpcId = 90; int64 UnitId = 1; repeated string ComponentNameList = 2; //需要获取的组件名 } //删除Unit缓存 //ResponseType UnitCache2Other_DeleteUnit message Other2UnitCache_DeleteUnit // IActorRequest { int32 RpcId = 90; int64 UnitId = 1; } message UnitCache2Other_DeleteUnit // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } message SystemNoticeProtoIn { int32 NoticeId = 1; //公告id string Title = 2; //标题 int64 TimeSec = 3; //时间戳,单位秒 } //通知公告服添加公告 //ResponseType N2H_AddSystemNotice message H2N_AddSystemNotice // IActorRequest { int32 RpcId = 90; SystemNoticeProtoIn Notice = 1; //公告 string Content = 2; //公告内容 int32 ServerId = 3; //服务器id,0表示全服 } message N2H_AddSystemNotice // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //通知公告服删除公告 //ResponseType N2H_RemoveSystemNotice message H2N_RemoveSystemNotice // IActorRequest { int32 RpcId = 90; int32 NoticeId = 1; //公告id } message N2H_RemoveSystemNotice // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //通知游戏服有新公告 message N2M_SystemNoticeChanged // IActorMessage { SystemNoticeProtoIn Notice = 1; //公告 } //通知游戏服移除公告 message N2M_SystemNoticeRemoved // IActorMessage { int32 NoticeId = 1; //公告id } //请求最新的系统公告 //ResponseType N2A_GetLatestNotice message A2N_GetLatestNotice // IActorRequest { int32 RpcId = 90; } message N2A_GetLatestNotice // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; SystemNoticeProtoIn Notice = 1; string Content = 2; } //请求系统公告列表 //ResponseType N2M_GetSystemNoticeList message M2N_GetSystemNoticeList // IActorRequest { int32 RpcId = 90; } message N2M_GetSystemNoticeList // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; repeated SystemNoticeProtoIn NoticeList = 1; //公告列表 } //请求系统公告内容 //ResponseType N2M_GetSystemNotice message M2N_GetSystemNotice // IActorRequest { int32 RpcId = 90; int32 NoticeId = 1; //公告id } message N2M_GetSystemNotice // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int32 NoticeId = 1; //公告id string Content = 2; //公告内容,需要设置邮件读取状态 } //邮件=============================================================== message MailProtoIn { string Title = 2; //邮件标题 int64 TimeSec = 3; //邮件时间戳,单位秒 string Content = 4; //邮件内容 repeated ItemInfoProto ItemList = 5; //邮件物品 int64 RoleId = 7; //角色id int32 Type = 8; //为0时只发注册玩家,1表示新注册玩家也可以领取 } //通知邮件服添加邮件 //ResponseType Mail2H_AddMail message H2Mail_AddMail // IActorRequest { int32 RpcId = 90; MailProtoIn Mail = 1; } message Mail2H_AddMail // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //通知邮件服删除邮件 //ResponseType Mail2H_RemoveMail message H2Mail_RemoveMail // IActorRequest { int32 RpcId = 90; int64 MailId = 1; //邮件id } message Mail2H_RemoveMail // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //进入游戏通知邮件服 //ResponseType Mail2G_EnterGame message G2Mail_EnterGame // IActorRequest { int32 RpcId = 90; int64 RoleId = 1; int64 GatePlayerInstanceId = 2; } message Mail2G_EnterGame // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //下线通知邮件服 //ResponseType Mail2G_ExitGame message G2Mail_ExitGame // IActorRequest { int32 RpcId = 90; int64 RoleId = 1; } message Mail2G_ExitGame // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //请求领取邮件物品 //ResponseType Mail2M_GetMailItems message M2Mail_GetMailItems // IActorRequest { int32 RpcId = 90; int64 RoleId = 1; int64 MailId = 2; } message Mail2M_GetMailItems // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int64 MailId = 1; int32 Status = 2; repeated ItemInfoProto items = 3; } //请求一键领取奖励 //ResponseType Mail2M_GetAllMailItems message M2Mail_GetAllMailItems // IActorRequest { int32 RpcId = 90; int64 RoleId = 1; } message Mail2M_GetAllMailItems // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; repeated ItemInfoProto ItemList = 1; //所有领取的邮件物品,如果有物品领取客户端需重新请求邮件列表 int32 UnreadCount = 2; //未读邮件数量 } //获取在线人数 //ResponseType M2H_GetOnlineCount message H2M_GetOnlineCount // IActorRequest { int32 RpcId = 90; } message M2H_GetOnlineCount // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int32 OnlineCount = 1; //在线人数 } //获取玩家是否在线 //ResponseType M2H_GetRoleOnlineStatus message H2M_GetRoleOnlineStatus // IActorRequest { int32 RpcId = 90; int64 RoleId = 1; } message M2H_GetRoleOnlineStatus // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; bool Status = 1; //是否在线 } //获取角色信息 //ResponseType A2H_GetRoleInfo message H2A_GetRoleInfo // IActorRequest { int32 RpcId = 90; string RoleName = 1; int32 ServerId = 2; } message A2H_GetRoleInfo // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; repeated RoleInfoProto RoleInfos = 1; } //重载热更代码 //ResponseType Other2H_ReloadHotfixDll message H2Other_ReloadHotfixDll // IActorRequest { int32 RpcId = 90; } message Other2H_ReloadHotfixDll // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //重载sqliteConfig //ResponseType Other2H_ReloadSqliteConfig message H2Other_ReloadSqliteConfig // IActorRequest { int32 RpcId = 90; } message Other2H_ReloadSqliteConfig // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //踢所有玩家下线 //ResponseType G2H_KickAllPlayers message H2G_KickAllPlayers // IActorRequest { int32 RpcId = 90; } message G2H_KickAllPlayers // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //设置登录状态 //ResponseType A2H_SetLoginStatus message H2A_SetLoginStatus // IActorRequest { int32 RpcId = 90; int32 ErrorCode = 1; //登录返回的错误码 } message A2H_SetLoginStatus // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //请求等待进入游戏场景 message G2M_RequestWaitEnterGameScene // IActorLocationMessage { int32 RpcId = 90; } //进入游戏通知好友服 //ResponseType Friend2G_EnterGame message G2Friend_EnterGame // IActorRequest { int32 RpcId = 90; int64 RoleId = 1; int64 GatePlayerInstanceId = 2; } message Friend2G_EnterGame // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int64 FriendUnitInstanceId = 1; } //下线通知好友服 //ResponseType Friend2G_ExitGame message G2Friend_ExitGame // IActorRequest { int32 RpcId = 90; int64 RoleId = 1; } message Friend2G_ExitGame // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } message FriendProtoIn { int64 FriendId = 1; int32 Type = 2; //好友关系类型,由FriendType枚举 int32 GiveGiftState = 3; //赠送状态,由ConstGiveGiftStatus枚举 int32 TakeGiftState = 4; //领取赠送状态,由ConstBonusStatus枚举 } //请求所有类型好友列表 //ResponseType Friend2M_GetAllTypeFriendList message M2Friend_GetAllTypeFriendList // IActorRequest { int32 RpcId = 90; int64 FriendId = 1; } message Friend2M_GetAllTypeFriendList // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; repeated FriendProtoIn FriendList = 1; //好友列表 } //通知有新的好友申请 message Friend2OpenRoleInfo_ReceiveApplyForFriend // IActorMessage { int32 RpcId = 90; int64 FriendId = 1; int64 RoleId = 2; } //通知添加新的好友 message Friend2OpenRoleInfo_AddFriend // IActorMessage { int32 RpcId = 90; repeated FriendProtoIn FriendList = 1; //好友列表 int64 RoleId = 2; } //请求领取好友赠送 //ResponseType Friend2M_TakeGiftFromFriend message M2Friend_TakeGiftFromFriend // IActorRequest { int32 RpcId = 90; int64 RoleId = 1; int64 FriendId = 2; bool Take = 3; //是否领取并赠送,否则只赠送 } message Friend2M_TakeGiftFromFriend // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int64 RoleId = 1; int64 FriendId = 2; int32 GiveGiftState = 3; //赠送状态,由ConstGiveGiftStatus枚举 int32 TakeGiftState = 4; //领取赠送状态,由ConstBonusStatus枚举 } //请求一键领取奖励 //ResponseType Friend2M_TakeGiftFromAllFriend message M2Friend_TakeGiftFromAllFriend // IActorRequest { int32 RpcId = 90; int64 RoleId = 1; int32 FriendCount = 2; //领取的个数 } message Friend2M_TakeGiftFromAllFriend // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int64 RoleId = 1; repeated int64 FriendIds = 2; //好友id列表 repeated int32 GiveGiftStates = 3; //赠送状态,由ConstGiveGiftStatus枚举 repeated int32 TakeGiftStates = 4; //领取赠送状态,由ConstBonusStatus枚举 } //通知赠送了好友礼物 message Friend2M_GiveGiftToFriend // IActorLocationMessage { int32 RpcId = 90; int32 Count = 1; //赠送了多少次 } //通知好友数量变化 //ResponseType Friend2M_GetFriendCount message M2Friend_GetFriendCount // IActorRequest { int32 RpcId = 90; int64 RoleId = 1; } message Friend2M_GetFriendCount // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int32 Count = 1; } //登录画廊服 //ResponseType Gallery2G_EnterGame message G2Gallery_EnterGame // IActorRequest { int32 RpcId = 90; int64 RoleId = 1; string RoleName = 2; int64 GatePlayerInstanceId = 3; int64 FriendUnitInstanceId = 4; } message Gallery2G_EnterGame // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int64 GalleryUnitInstanceId = 1; } //下线通知画廊服 //ResponseType Gallery2G_ExitGame message G2Gallery_ExitGame // IActorRequest { int32 RpcId = 90; int64 RoleId = 1; } message Gallery2G_ExitGame // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //点赞画廊作品 //ResponseType Gallery2M_LikeGalleryWorks message M2Gallery_LikeGalleryWorks // IActorRequest { int32 RpcId = 90; int64 RoleId = 1; int64 WorksId = 2; } message Gallery2M_LikeGalleryWorks // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int64 WorksId = 1; int64 BelikedCount = 2; //被点赞次数 } //请求好友id列表 //ResponseType Friend2Gallery_GetAllFriendId message Gallery2Friend_GetAllFriendId // IActorRequest { int32 RpcId = 90; } message Friend2Gallery_GetAllFriendId // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; repeated int64 FriendIds = 1; } //领取画廊排行榜奖励 //ResponseType Gallery2M_GetGalleryRankBonus message M2Gallery_GetGalleryRankBonus // IActorRequest { int32 RpcId = 90; int64 RoleId = 1; } message Gallery2M_GetGalleryRankBonus // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; repeated int32 MyWorksRanks = 1; //我的作品排名列表 } //修改画廊作品的作者名字 message M2Gallery_ModifyGalleryRoleName // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; string RoleName = 2; } //结算画廊排行 message M2Gallery_ClearingGalleryRank // IActorMessage { int32 RpcId = 90; } //竞技场------------------------------------------------------ //从map服获取roleInfo //ResponseType OpenRoleInfo2Other_GetOtherRoleInfo message Other2OpenRoleInfo_GetOtherRoleInfo // IActorRequest { int32 RpcId = 90; repeated int64 RoleId = 1; int32 SceneType = 2; } message OpenRoleInfo2Other_GetOtherRoleInfo // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; repeated OtherRoleInfoProto infos = 1; //玩家信息 } //从arena获取套装信息 //ResponseType Arena2M_GetArenaDressup message M2Arena_GetArenaDressup // IActorRequest { int32 RpcId = 90; int64 RoleId = 1; } message Arena2M_GetArenaDressup // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; repeated int32 ThemeList = 1; //主题列表 repeated ArenaDressupProto DressupList = 2; //搭配列表 } //从map服检查物品是否存在 //ResponseType M2Arena_CheckDressupInfo message Arena2M_CheckDressupInfo // IActorLocationRequest { int32 RpcId = 90; int64 RoleId = 1; //搭配列表 ArenaDressupProto Dressup = 2; //搭配列表 } message M2Arena_CheckDressupInfo // IActorLocationResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //同步赛季数据 message Arena2M_SyncSeasonData // IActorLocationMessage { int32 RpcId = 90; int32 SeasonId = 1; int32 HighGrade = 2; } // 扣除某个数值 //ResponseType M2Other_AddNum message Other2M_AddNum // IActorLocationRequest { int32 RpcId = 90; int32 NumType = 2; //NumericType int64 Change = 3; //扣除要用负数 } message M2Other_AddNum // IActorLocationResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int32 Num = 1;//当前值 } //缓存玩家roleId 和 instanceId 对应关系 message M2Other_CacheRoleInstanceId // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; int64 InstanceId = 2; int64 FriendInstanceId = 3; } //清理玩家roleId 和 instanceId 对应关系缓存 message M2Other_ClearRoleInstanceIdCache // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; } //设置限购信息 message Other2M_SetLimitInfo // IActorMessage { int32 RpcId = 90; repeated LimitInfoProto limitInfo = 1; } //限购信息 message LimitInfoProto { int32 NumberType = 1;// NumericType int64 MaxValue = 2;// 最大值 int64 MinValue = 3;// 最小值 int32 ClearType = 4;//LimitClearType int64 defaultValue = 5;//清理默认值 } //发放战斗奖励 //ResponseType M2Arena_SendFightPrize message Arena2M_SendFightPrize // IActorLocationRequest { int32 RpcId = 90; bool isWin = 2; } message M2Arena_SendFightPrize // IActorLocationResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; repeated ItemInfoProto proto = 1; } //发放首次晋级奖励 message Arena2M_SendFightFirstUpPrize // IActorLocationMessage { int32 RpcId = 90; int32 Grade = 1; } //同步搭配数据 message Arena2M_SyncDressupInfo // IActorLocationMessage { int32 RpcId = 90; repeated int32 Themes = 1; //赛季列表 repeated ArenaDressupProto Dressup = 2; //搭配列表 } //玩家登录游戏 message M2Arena_EnterGame // IActorArenaMessage { int32 RpcId = 90; int64 RoleId = 1; } //获取竞技场套装数据缓存 //ResponseType M2Arena_GetArenaDressupAttrProto message Arena2M_GetArenaDressupAttrProto // IActorLocationRequest { int32 RpcId = 90; repeated int32 Themes = 1; } //获取竞技场套装数据缓存 message M2Arena_GetArenaDressupAttrProto // IActorLocationResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; repeated ArenaDressupAttrProto attrs = 1; } //下线时同步套装属性给晋级场 message M2Arena_AsyncArenaDressupAttrProto // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; repeated ArenaDressupAttrProto attrs = 2; } //同步联盟技能属性给晋级场 message M2Arena_AsyncArenaLeagueSkillAttrProto // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; repeated SkillAttrProto attrs = 2; } //获取玩家技能属性 //ResponseType M2Arena_GetSkillAttrProto message Arena2M_GetSkillAttrProto // IActorLocationRequest { int32 RpcId = 90; } message M2Arena_GetSkillAttrProto // IActorLocationResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; repeated SkillAttrProto attrs = 1; } //竞技场检查玩家是否有足够的挑战次数 //ResponseType M2Arena_CheckArenaFightNum message Arena2M_CheckArenaFightNum // IActorLocationRequest { int32 RpcId = 90; int32 Num = 1; } message M2Arena_CheckArenaFightNum // IActorLocationResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //移除玩家竞技场挑战次数 message Arena2M_DeductsArenaFightNum // IActorLocationMessage { int32 RpcId = 90; int32 Num = 1; } //请求好友id列表 //ResponseType Friend2Other_GetAllFriendId message Other2Friend_GetAllFriendId // IActorRequest { int32 RpcId = 90; } message Friend2Other_GetAllFriendId // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; repeated int64 FriendIds = 1; } //刷新竞争对手 //ResponseType Arena2M_RefreshArenaTargets message M2Arena_RefreshArenaTargets // IActorRequest { int32 RpcId = 90; int64 RoleId = 91; } message Arena2M_RefreshArenaTargets // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; repeated ArenaTargetProto targets = 1; //对手 } message OpenRoleInfo2Other_SendOtherRoleInfo // IActorMessage { repeated OtherRoleInfoProto infos = 1; //玩家信息 } //设置玩家排行 message M2Arena_SetRankAndGrade // IActorMessage { int64 RoleId = 1;//玩家ID int32 Grade = 2;//段位 int32 Rank = 3;//排行 } //测试协议 message T2Other_Test // IActorMessage { int32 RpcId = 90; string param = 1; } //创建联盟 //ResponseType League2M_CreateLeague message M2League_CreateLeague // IActorRequest { int32 RpcId = 90; int64 RoleId = 91;//玩家ID string Name = 1; string IconName = 2; } message League2M_CreateLeague // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; LeagueDetailInfoProto LeagueDetailInfo = 1;//军团信息 } //检查玩家是否有联盟权限 //ResponseType League2M_CheckLeaguePower message M2League_CheckLeaguePower // IActorRequest { int32 RpcId = 90; int64 RoleId = 91;//玩家ID int32 Power = 1;//玩家权限 LeaguePower } message League2M_CheckLeaguePower // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int64 LeagueId = 1;//联盟ID } //修改联盟名字或徽章 //ResponseType League2M_ModifyLeagueNameOrIcon message M2League_ModifyLeagueNameOrIcon // IActorRequest { int32 RpcId = 90; int64 RoleId = 91;//玩家ID int32 Type = 1; string Changed = 2; } message League2M_ModifyLeagueNameOrIcon // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //发联盟广告 //ResponseType League2M_SendLeagueAd message M2League_SendLeagueAd // IActorRequest { int32 RpcId = 90; int64 RoleId = 91;//玩家ID } message League2M_SendLeagueAd // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int64 AdEndTime = 1; } //联盟祈福 //ResponseType League2M_LeaguePray message M2League_LeaguePray // IActorRequest { int32 RpcId = 90; int64 RoleId = 91;//玩家ID int32 Type = 1;//PrayType bool IsFirst = 2;//是否是今日首次祈福 } message League2M_LeaguePray // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int32 CoinCount = 1; //联盟基金 int32 ItemConfigId = 2; //联盟基金配置id } //检查联盟福利能否领取 //ResponseType League2M_CheckLeagueWelfare message M2League_CheckLeagueWelfare // IActorRequest { int32 RpcId = 90; int64 RoleId = 91;//玩家ID int32 Type = 1;//领取类型 } message League2M_CheckLeagueWelfare // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; bool CanGet = 1;//是否可以领取 } //发送聊天消息给玩家 message M2League_SendLeagueChatToRole // IActorLeagueMessage { int64 RoleId = 1;//玩家ID int32 Type = 2;//聊天类型 string Content = 3;//聊天内容 int64 Time = 4;//聊天时间 int32 PlatFormId = 5; int32 ChannelId = 6; int64 AccountId = 7; string PlayerName = 8; string Account = 9; } //其他服务给Map服务玩家发物品 message Other2M_SendItemsToRole // IActorLocationMessage { int32 RpcId = 90; repeated ItemInfoProto itemInfo = 1;//物品 int32 Reason = 2;//原因 } //同步开服状态 //ResponseType A2H_OpenServerType message H2A_OpenServerType // IActorRequest { int32 RpcId = 90; int32 OpenServerType = 2; //OpenServerTypeEnum 1.(不包括黑名单的玩家)所有玩家均可通过;2.只有白名单玩家可以通过 } message A2H_OpenServerType // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //同步登陆服白名单账户数据 //ResponseType A2H_AccountWhite message H2A_AccountWhite // IActorRequest { int32 RpcId = 90; int64 AccountId = 1; bool Action = 2; //false 添加, true 删除 } message A2H_AccountWhite // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //同步登陆服封禁的账户数据 //ResponseType A2H_AccountBan message H2A_AccountBan // IActorRequest { int32 RpcId = 90; int64 AccountId = 1; bool Action = 2; //false 办掉, true 解禁 } message A2H_AccountBan // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //同步登陆服封禁的账户数据 //ResponseType A2H_AccountWh message H2A_AccountWh // IActorRequest { int32 RpcId = 90; int64 AccountId = 1; bool Action = 2; //false 办掉, true 解禁 } message A2H_AccountWh // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //同步登陆服封禁的ip数据 //ResponseType A2H_IpBan message H2A_IpBan // IActorRequest { int32 RpcId = 90; string Ip = 1; bool Action = 2; //false 办掉ip, true 解禁 } message A2H_IpBan // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //添加联盟基金 message M2League_AddLeagueCoin // IActorLeagueMessage { int64 RoleId = 1;//玩家ID int32 Coin = 2;//联盟币 } message League2M_LeagueChange // IActorLocationMessage { int32 RpcId = 90; int64 LeagueId = 1;//联盟ID } //参与联盟答题 message League2M_JoinLeagueQuestion // IActorLocationMessage { int32 RpcId = 90; } //同步好友数量 message Friend2M_SyncFriendNum // IActorLocationMessage { int32 RpcId = 90; int32 FriendNum = 2;//好友数量 } //添加竞技场挑战次数 message Arena2M_AddChallengeNum // IActorLocationMessage { int32 RpcId = 90; } //设置联盟值 message Other2League_SetLeagueValue // IActorLeagueMessage { int32 RpcId = 90; int64 RoleId = 91;//玩家ID int32 SetType = 1;//设置类型 0:设置 1:添加 int32 Type = 2;//联盟值 LeagueNumericType int64 Value = 3;//联盟值 } //通知游戏服添加订单 //ResponseType Map2Order_SendShopAdd message Order2Map_SendShopAdd // IActorLocationRequest { int32 RpcId = 90; int64 OrderId = 1; //订单号 int32 ShopId = 2; int64 Price = 3; int64 OrderTime = 4;//玩家下单时间 } message Map2Order_SendShopAdd // IActorLocationResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //设置Quick登录检查开启关闭 message H2A_SetQuickLoginCheck // IActorMessage { int32 RpcId = 90; bool IsOpen = 1; } //设置Quick登录检查模式 message H2A_SetQuickLoginCheckMode // IActorMessage { int32 RpcId = 90; int32 Mode = 1; } //添加订单缓存 //ResponseType Order2M_AddOrderTemp message M2Order_AddOrderTemp // IActorOrderRequest { int32 RpcId = 90; int64 RoleId = 1; int32 ShopId = 2; int64 Count = 3; int32 Price = 4; } message Order2M_AddOrderTemp // IActorOrderResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int64 OrderTempId = 1; int32 ShopId = 2; int64 Count = 3; int32 Price = 4; } message Order2Off_AddOrderMsg // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; int32 ShopId = 2; int64 Price = 3; int64 OrderId = 4; int64 OrderTime = 5; } //查询聊天记录 //ResponseType Chat2Map_QueryChatRecord message Map2Chat_QueryChatRecord // IActorRequest { int32 RpcId = 90; int64 RoleId = 91; int32 ChatType = 1;//聊天类型 int64 ChatId = 2;//聊天ID } message Chat2Map_QueryChatRecord // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; repeated ChatMsgProto ChatRecord = 1;//聊天记录 } //添加聊天记录 message Other2Chat_AddChatRecord // IActorMessage { int32 RpcId = 90; int32 ChatType = 1;//聊天类型 int64 ChatId = 2;//聊天ID int64 RoleId = 3;//玩家ID ChatMsgProto ChatRecord = 4;//聊天记录 } //H2O_PingScene //ResponseType O2H_PingScene message H2O_PingScene // IActorRequest { int32 RpcId = 90; int64 SendTime = 1; } message O2H_PingScene // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int64 sendTime = 1; int64 receiveTime = 2; } //获取玩家联盟答题奖励剩余次数 //ResponseType M2League_GetAnswerQuestionReward message League2M_GetAnswerQuestionReward // IActorLocationRequest { int32 RpcId = 90; } message M2League_GetAnswerQuestionReward // IActorLocationResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int32 AnswerQuestionRewardTotal = 1; //当天剩余答题单题奖励次数 int32 AnswerQuestionRewardEnd = 2; //当天剩余答题结束奖励次数 } //每日重置玩家在联盟的答题领奖剩余次数 message M2League_DailyResetReward // IActorLeagueMessage { int64 RoleId = 1;//玩家ID } //重载热更敏感词汇 //ResponseType Other2H_ReloadHotfixWords message H2Other_ReloadHotfixWords // IActorRequest { int32 RpcId = 90; } message Other2H_ReloadHotfixWords // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //==========================Map to OpenRoleInfo //玩家上线公共信息更新 message M2OpenRoleInfo_AddOrUpdateOpenRoleInfo // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; int32 ServerId = 2; int32 RoleLvl = 3; string RoleName = 4; int32 ChannelId = 5; int32 PlatFormId = 6; int64 AccountId = 7; string Account = 8; CustomSuitProto CustomSuitInfo = 9; string Signature = 10; repeated InnerPictureInfoProto PictureInfos = 11; int32 MonthCardAlbumNum = 12; int32 HeadBorderItemId = 13; int32 HeadItemId = 14; int32 SuitCollect = 15; int32 CardCollect = 16; int32 CompleteTaskNum = 17; //成就任务完成量 int32 AllTaskNum = 18; //所有成就任务 int64 RoleExp = 19; repeated int32 ItemList = 20; //佩戴中的徽章,顺序是客户端保存的顺序 int32 RoleGold = 21; int32 VipLvl = 22; int32 VipExp = 23; int32 DiamondPurple = 24; int32 DiamondRed = 25; repeated int32 ProgressKs = 26; //套装ids repeated int32 ProgressVs = 27; //对应下标进度 repeated int32 TimeKs = 28; //套装ids repeated int64 TimeVs = 29; //最后一件部件合成时间 repeated int32 HighestScoreKs = 30; //关卡ids repeated int32 HighestScoreVs = 31; //对应的最高分 } //同步玩家等级 message M2OpenRoleInfo_UpdateLvl // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; int32 RoleLvl = 2; } //同步角色名称 message M2OpenRoleInfo_UpdateName // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; string RoleName = 2; } //同步角色签名 message M2OpenRoleInfo_UpdateSignature // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; string Signature = 2; } //同步角色离线时间 message M2OpenRoleInfo_UpdateOfflineTimeSec // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; int64 OfflineTimeSec = 2; } //同步穿搭 message M2OpenRoleInfo_UpdateCustomSuitInfo // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; CustomSuitProto CustomSuitInfo = 2; } //照片信息--内网版 message InnerPictureInfoProto { int64 PictureId = 1; //图片id int64 CreationTime = 2; //创建时间 int64 ToppingTime = 3; //置顶时间 bool ToppingStatus = 4; //置顶状态 bool LockingStatus = 5; //锁定状态 string PictureName = 6; //图片名 string PictureObjectPath = 7; //文件对象路径 int32 SourceType = 8; // 图片来源 -- 值由 PictureSourceType 定义 int32 TravelLocationId = 9; //游历地点id --万水千山 int32 PositionIndex = 10; //Q版人物位置下标 int32 TravelSuitResourceIndex = 11; //Q版套装人物资源下标 int32 TravelSuitId = 12; //出游穿的q版套装id string BarrelName = 13; //桶名 } //同步角色相册 message M2OpenRoleInfo_UpdateAlbum // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; repeated InnerPictureInfoProto PictureInfos = 2; } //同步个人相册展示栏数量 message M2OpenRoleInfo_SetMonthCardStatus // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; int32 MonthCardAlbumNum = 2; } //修改角色头像 message M2OpenRoleInfo_UpdateHead // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; int32 HeadItemId = 2; } //修改头像框 message M2OpenRoleInfo_UpdateHeadBorder // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; int32 HeadBorderItemId = 2; } //修改称号 message M2OpenRoleInfo_UpdateTitleItem // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; int32 TitleItemId = 2; } //修改角色套装收集度 message M2OpenRoleInfo_UpdateSuitCollect // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; int32 SuitCollect = 2; } //同步词牌收集度 message M2OpenRoleInfo_UpdateCardCollect // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; int32 CardCollect = 2; } //同步成就收集度 message M2OpenRoleInfo_UpdateAchievementTaskCollect // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; int32 CompleteTaskNum = 2; //成就任务完成量 int32 AllTaskNum = 3; //所有成就任务 } //同步玩家经验 message M2OpenRoleInfo_UpdateExp // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; int64 RoleExp = 2; } //同步玩家徽章 message M2OpenRoleInfo_UpdateBadge // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; repeated int32 ItemList = 2; //佩戴中的徽章,顺序是客户端保存的顺序 } //同步玩家所在联盟名称 message M2OpenRoleInfo_UpdateLeagueName // IActorMessage { int32 RpcId = 90; repeated int64 RoleIds = 1; string LeagueName = 2; } //ResponseType Queue2G_Enqueue message G2Queue_Enqueue // IActorRequest { int32 RpcId = 90; int64 UnitId = 1; int64 AccountId = 2; int64 GateActorId = 3; int32 Zone = 4; //玩家所属区 } message Queue2G_Enqueue // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; bool NeedQueue = 1; int32 Index = 2; int32 Count = 3; int32 MapId = 4; } //ResponseType G2Queue_EnterMap message Queue2G_EnterMap // IActorRequest { int32 RpcId = 90; int64 UnitId = 1; int64 AccountId = 2; int32 MapId = 3; } message G2Queue_EnterMap // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; bool NeedRemove = 1; //是否需要移除在线状态 } message Queue2G_UpdateInfo // IActorMessage { int32 RpcId = 90; repeated int64 AccountIds = 1; repeated int32 Index = 2; int32 Count = 3; } message G2Queue_Disconnect // IActorMessage { int32 RpcId = 90; int64 UnitId = 1; bool Protect = 2; int32 Zone = 3; //玩家所属区 } //重载热更系统配置 //ResponseType Other2H_ReloadStartConfig message H2Other_ReloadStartConfig // IActorRequest { int32 RpcId = 90; string OperatorStr = 1; //预留操作符 } message Other2H_ReloadStartConfig // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //请求排队服判断玩家是否在map中,在的话返回mapId //ResponseType Queue2Other_GetRoleMapId message Other2Queue_GetRoleMapId // IActorRequest { int32 RpcId = 90; int32 Zone = 1; //玩家所属区 int64 UnitId = 2; } message Queue2Other_GetRoleMapId // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int32 MapId = 1; } //排队服向map探活 //ResponseType M2Queue_ExploringActivity message Queue2M_ExploringActivity // IActorRequest { int32 RpcId = 90; int32 MapId = 1; string Operator = 2; //预留操作符 } message M2Queue_ExploringActivity // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int64 NewTime = 1; //最新时间戳 string Operator = 2; //预留操作符 } //Map启服通知排队服---所以map启动,要先启动排队服 message M2Queue_NoticeFiring // IActorMessage { int32 RpcId = 90; int32 MapId = 1; string Operator = 2; //预留操作符 int64 NewTime = 3; //最新时间戳 } //HTTP服 通知 其他服 //ResponseType Other2H_OperatorManyFunc message H2Other_OperatorManyFunc // IActorRequest { int32 RpcId = 90; int32 MapId = 1; string Operator = 1; //预留操作符 } message Other2H_OperatorManyFunc // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; string Operator = 1; //预留操作符 } //同步玩家角色金币 message M2OpenRoleInfo_UpdateRoleGold // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; int32 RoleGold = 2; } //同步玩家Vip等级 message M2OpenRoleInfo_UpdateVipLvl // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; int32 VipLvl = 2; } //同步玩家Vip经验 message M2OpenRoleInfo_UpdateVipExp // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; int32 VipExp = 2; } //同步玩家珍珠余额 message M2OpenRoleInfo_UpdateDiamondPurple // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; int32 DiamondPurple = 2; } //同步玩家马蹄金余额 message M2OpenRoleInfo_UpdateDiamondRed // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; int32 DiamondRed = 2; } //http服请求openRoleInfo服获取玩家信息 //ResponseType OpenRoleInfo2H_GetRoleInfo message H2OpenRoleInfo_GetRoleInfo // IActorRequest { int32 RpcId = 90; int64 RoleId = 1; } message OpenRoleInfo2H_GetRoleInfo // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int32 RoleGold = 1; //角色金币 int32 VipLvl = 2; //vip等级 int32 VipExp = 3; //vip经验 int32 DiamondPurple = 4;//珍珠余额 int32 DiamondRed = 5; //马蹄金金额 int64 RoleExp = 6; //角色经验 int32 CardCollect = 7; //词牌收集度 int32 SuitCollect = 8; //套装收集完成度 int32 RoleLvl = 9; //角色等级 string RoleName = 10; //角色名称 int64 OfflineTimeSec = 11; //离线时间 int32 CompleteTaskNum = 12; //成就任务完成量 int32 AllTaskNum = 13; //所有成就任务 int64 LastOnlineTime = 14; //最后一次离线时间 } //map推送套装合成进度到rank message M2OpenRoleInfo_UpdateSynthesisProgress // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; //角色id repeated int32 ProgressKs = 2; //套装ids repeated int32 ProgressVs = 3; //对应下标进度 repeated int32 TimeKs = 4; //套装ids repeated int64 TimeVs = 5; //最后一件部件合成时间 repeated int32 HighestScoreKs = 6; //关卡ids repeated int32 HighestScoreVs = 7; //对应的最高分 } //Map 请求 openRoleInfo 获取章节下最高的关卡对应得分 //ResponseType OpenRoleInfo2M_GetLevelRoleInfoProtos message M2OpenRoleInfo_GetLevelRoleInfoProtos // IActorRequest { int32 RpcId = 90; } message OpenRoleInfo2M_GetLevelRoleInfoProtos // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; repeated LevelRoleInfoProto LevelRoleInfoProtos = 1; int64 NexTime = 2; } //赛季段位奖励发放失败,Map进行状态回滚到竞技场服 message M2Arena_UpMaxGradeRewardToCanGot // IActorMessage { int32 RpcId = 90; int64 RoleId = 1; //角色id int32 Grade = 2; //段位 } //登录搭配评选赛服 //ResponseType JudgingRound2G_EnterGame message G2JudgingRound_EnterGame // IActorRequest { int32 RpcId = 90; int64 RoleId = 1; string RoleName = 2; int64 GatePlayerInstanceId = 3; } message JudgingRound2G_EnterGame // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; int64 JudgingRoundUnitInstanceId = 1; } //下线通知搭配评选赛服 //ResponseType JudgingRound2G_ExitGame message G2JudgingRound_ExitGame // IActorRequest { int32 RpcId = 90; int64 RoleId = 1; } message JudgingRound2G_ExitGame // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; } //通知map发放搭配赛评选奖励 //ResponseType M2JudgingRound_JudgingRoundBeckoning message JudgingRound2M_JudgingRoundBeckoning //IActorRequest { int32 RpcId = 90; int32 OpenCfgId = 1; //搭配赛期数id } message M2JudgingRound_JudgingRoundBeckoning // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; repeated ItemInfoProto ItemInfo = 1; //奖励物品 int32 Num = 2; //当前剩余次数 } //Map 请求 GlobalTime 获取爬塔最新的主题标签 //ResponseType GlobalTime2M_GetCimbingTowerWeekTags message M2GlobalTime_GetCimbingTowerWeekTags // IActorRequest { int32 RpcId = 90; } message GlobalTime2M_GetCimbingTowerWeekTags // IActorResponse { int32 RpcId = 90; int32 Error = 91; string Message = 92; repeated string WeekTags = 1; }