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.
24 lines
538 B
Protocol Buffer
24 lines
538 B
Protocol Buffer
syntax = "proto3";
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option csharp_namespace = "Yuanshen.Protocol";
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import "ForwardType.proto";
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import "Vector.proto";
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message EvtCreateGadgetNotify {
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ForwardType forwardType = 1;
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uint32 entityId = 2;
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uint32 configId = 3;
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uint32 campId = 4;
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uint32 campType = 5;
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Vector initPos = 6;
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Vector initEulerAngles = 7;
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uint64 guid = 8;
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uint32 ownerEntityId = 9;
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uint32 targetEntityId = 10;
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bool isAsyncLoad = 11;
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uint32 targetLockPointIndex = 12;
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uint32 roomId = 13;
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uint32 propOwnerEntityId = 14;
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bool sightGroupWithOwner = 15;
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}
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