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.
39 lines
1.1 KiB
Protocol Buffer
39 lines
1.1 KiB
Protocol Buffer
syntax = "proto3";
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option csharp_namespace = "Yuanshen.Protocol";
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import "AnimatorParameterValueInfoPair.proto";
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import "EntityAuthorityInfo.proto";
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import "EntityClientData.proto";
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import "EntityEnvironmentInfo.proto";
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import "FightPropPair.proto";
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import "MotionInfo.proto";
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import "PropPair.proto";
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import "ProtEntityType.proto";
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import "SceneAvatarInfo.proto";
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import "SceneGadgetInfo.proto";
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import "SceneMonsterInfo.proto";
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import "SceneNpcInfo.proto";
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message SceneEntityInfo {
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ProtEntityType entityType = 1;
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uint32 entityId = 2;
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string name = 3;
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MotionInfo motionInfo = 4;
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repeated PropPair propList = 5;
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repeated FightPropPair fightPropList = 6;
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uint32 lifeState = 7;
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repeated AnimatorParameterValueInfoPair animatorParaList = 9;
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oneof entity {
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SceneAvatarInfo avatar = 10;
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SceneMonsterInfo monster = 11;
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SceneNpcInfo npc = 12;
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SceneGadgetInfo gadget = 13;
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}
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uint32 lastMoveSceneTimeMs = 17;
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uint32 lastMoveReliableSeq = 18;
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EntityClientData entityClientData = 19;
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repeated EntityEnvironmentInfo entityEnvironmentInfoList = 20;
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EntityAuthorityInfo entityAuthorityInfo = 21;
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repeated string tagList = 22;
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}
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