KCP gameserver with packet dispatch, scene streaming, combat, gacha and the shop, plus a small HTTP server for the login flow and the wish history page. Game data under assets is pulled out of the client instead of being typed by hand. The excel tables come from the packed bin container and the spawn points from the compiled scene scripts.
31 lines
770 B
Protocol Buffer
31 lines
770 B
Protocol Buffer
syntax = "proto3";
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option csharp_namespace = "Yuanshen.Protocol";
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import "FriendEnterHomeOption.proto";
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import "FriendOnlineState.proto";
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import "HeadImage.proto";
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import "SocialShowAvatarInfo.proto";
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message FriendBrief {
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uint32 uid = 1;
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string nickname = 2;
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uint32 level = 3;
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uint32 worldLevel = 5;
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string signature = 6;
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FriendOnlineState onlineState = 7;
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uint32 param = 8;
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bool isMpModeAvailable = 10;
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string onlineId = 11;
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uint32 lastActiveTime = 12;
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uint32 nameCardId = 13;
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uint32 mpPlayerNum = 14;
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bool isChatNoDisturb = 15;
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uint32 chatSequence = 16;
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string remarkName = 17;
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repeated SocialShowAvatarInfo showAvatarInfoList = 22;
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FriendEnterHomeOption friendEnterHomeOption = 23;
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HeadImage avatar = 24;
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uint32 unk1 = 25;
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uint32 unk2 = 27;
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}
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