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.
29 lines
790 B
Protocol Buffer
29 lines
790 B
Protocol Buffer
syntax = "proto3";
|
|
|
|
option csharp_namespace = "Yuanshen.Protocol";
|
|
|
|
import "AbilityControlBlock.proto";
|
|
import "AbilitySyncStateInfo.proto";
|
|
import "AvatarInfo.proto";
|
|
import "SceneAvatarInfo.proto";
|
|
import "SceneEntityInfo.proto";
|
|
import "ServerBuff.proto";
|
|
|
|
message SceneTeamAvatar {
|
|
uint32 playerId = 1;
|
|
uint64 avatarGuid = 2;
|
|
uint32 sceneId = 3;
|
|
uint32 entityId = 4;
|
|
AvatarInfo avatarInfo = 5;
|
|
SceneAvatarInfo sceneAvatarInfo = 6;
|
|
AbilitySyncStateInfo avatarAbilityInfo = 7;
|
|
repeated ServerBuff serverBuffList = 8;
|
|
SceneEntityInfo sceneEntityInfo = 9;
|
|
uint64 weaponGuid = 10;
|
|
uint32 weaponEntityId = 11;
|
|
AbilitySyncStateInfo weaponAbilityInfo = 12;
|
|
AbilityControlBlock abilityControlBlock = 13;
|
|
bool isReconnect = 14;
|
|
bool isPlayerCurAvatar = 15;
|
|
bool isOnScene = 16;
|
|
}
|