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.
37 lines
1.1 KiB
Protocol Buffer
37 lines
1.1 KiB
Protocol Buffer
syntax = "proto3";
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option csharp_namespace = "Yuanshen.Protocol";
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import "AvatarEquipAffixInfo.proto";
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import "AvatarExpeditionState.proto";
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import "AvatarFetterInfo.proto";
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import "AvatarSkillInfo.proto";
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import "PropValue.proto";
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import "TrialAvatarInfo.proto";
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message AvatarInfo {
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uint32 avatarId = 1;
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uint64 guid = 2;
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map<uint32, PropValue> propMap = 3;
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uint32 lifeState = 4;
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repeated uint64 equipGuidList = 5;
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repeated uint32 talentIdList = 6;
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map<uint32, float> fightPropMap = 7;
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TrialAvatarInfo trialAvatarInfoField = 9;
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map<uint32, AvatarSkillInfo> skillMap = 10;
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uint32 skillDepotId = 11;
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AvatarFetterInfo fetterInfo = 12;
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uint32 coreProudSkillLevel = 13;
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repeated uint32 inherentProudSkillList = 14;
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map<uint32, uint32> skillLevelMap = 15;
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AvatarExpeditionState expeditionState = 16;
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map<uint32, uint32> proudSkillExtraLevel = 17;
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bool isFocusFieldNumber = 18;
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uint32 avatarType = 19;
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repeated uint32 teamResonanceList = 20;
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uint32 wearingFlycloakId = 21;
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repeated AvatarEquipAffixInfo equipAffixList = 22;
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uint32 bornTime = 23;
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repeated uint32 pendingPromoteRewardListFieldNumber = 24;
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uint32 costumeId = 25;
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}
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