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- syntax = "proto3";
- package serverproto;
- message AccountRole {
- string open_id = 1; //用户平台open_id
- string platform = 2; //用户平台
- uint64 uid = 3; //角色id,用来绑定玩家角色信息
- int32 phone_platform = 4; //手机平台 android ios
- uint64 register_time = 5; //注册时间
- int32 ZoneId = 6; //所在区服
- }
- //后续需要做战场时,的重连信息(战场所在的服务器信息)
- message ReconnectInfo {
- string pvp_node = 1; //战斗服务器节点(后续做战斗时使用)
- }
- message UserConnectInfo{
- string logic_node = 1; //用户所在的game服务器节点
- int64 time_stamp = 2; //保存连接信息时的时间
- }
- //key value 类型
- message KeyValueType {
- int32 key = 1;
- int32 value = 2;
- }
- message KeyValueTypeList {
- int32 key = 1;
- repeated int32 value_list = 2;
- }
- message KeyValueType64 {
- uint64 key = 1;
- int32 value = 2;
- int32 value2 = 3;
- int32 value3 = 4;
- string str_val = 5;
- uint64 value4 = 6;
- bool value5 = 7;
- }
- message KeyValueType64Str {
- uint64 key = 1;
- string str_val = 2;
- }
- message KeyValueFloat32{
- int32 key = 1;
- float value = 2;
- double value64 = 3; //目前只是血量会用到
- }
- message UKeyValueType {
- uint32 key = 1;
- uint32 value = 2;
- }
- //6部位信息
- message SlotDetailData {
- int32 level = 1; //等级
- int32 equip_id = 2; //装备id(直接使用configId)
- repeated int32 card_id_list = 3; //卡片(卡牌槽位)
- }
- //坑位信息
- message SlotData {
- int32 hero_id = 1;
- repeated SlotDetailData slot_list = 2; //6个部位
- }
- //宠物6坑位信息
- //宠物印记信息
- message PetEquipData {
- uint32 id = 1;
- int32 equip_cfg_id = 2;
- int32 level = 3;
- uint32 equip_pet_id = 4;//印记是否已经装备到宠物
- }
- //宠物6坑位信息(6个部位)
- message PetSlotDetailData {
- int32 idx = 1;
- uint32 equip_id = 2; //装备id(动态生成的ID)
- repeated int32 stone_id_list = 3; //宝石(卡牌槽位)
- }
- //技能信息
- message SkillData {
- int32 id = 1; //技能ID
- int32 point = 2; //技能等级(当前已经添加的技能点)
- }
- message ChangeJob{
- repeated TaskData task_list = 1; //当前正在执行的任务
- int32 hero_id = 2; //需要转职的英雄ID
- uint32 job_fush_state = 3; // 刷新状态
- }
- //宠物觉醒(当前伙伴跟随的宠物觉醒信息,觉醒槽位跟着角色走)
- message PetQiyueSlotInfo {
- int32 slot_idx = 1;
- uint32 pet_id = 2;
- int32 pet_cfg_id = 3; //主要用来客户端显示,不必再查找宠物动态数据
- }
- message PetQiyueInfo {
- uint32 pet_id = 1;
- repeated PetQiyueSlotInfo qiyue_slot_list = 2; //槽位
- }
- //宠物契约属性
- message PetQiyueAttr {
- uint32 pet_id = 1;
- repeated KeyValueFloat32 battle_attr_list = 2; //面板属性数值
- }
- //玩家角色结构中的strength_level和advance_level不使用
- message HeroData {
- int32 id = 1; //动态id
- int32 config_id = 2; //config id [JobCfg id]
- int32 fight_power = 3; //战斗力
- bool is_battle = 4; //是否出战
- int32 base_level = 5; //培养等级(主角是玩家等级)
- int32 advance_level = 6; //进阶(突破等级上限,角色通过专职来处理)
- int32 strength_level = 7; //突破
- SlotData slot = 8; //6个坑位信息(装备,卡片)
- RoleSkill skill = 9; //技能信息
- repeated KeyValueType attr_list = 10; //属性点添加列表(操作总和,不包括玩家初始属性点,需要客户端处理)
- int32 attr_point = 11; // 属性点(总属性点)
- uint32 battle_pet_id = 12; //出战宠物id
- uint64 pet_fight_power = 13; //出阵宠物战力
- repeated KeyValueType quality_list = 14; //素质果实数量
- int32 repress_skill_pvp_val = 15; //压制数值pvp技能竞技压制
- SkillEquipSlotData skill_equip_slot = 16; //神器槽位信息
- PetQiyueInfo pet_qiyue_data = 17; //宠物觉醒功能
- //有可能没有(老号)
- repeated KeyValueType battle_attr_list_old = 50; //面板属性数值
- repeated KeyValueFloat32 battle_attr_list = 51; //面板属性数值
- }
- //时装数据
- message FashionData{
- int32 eye = 1; //创建时的默认眼睛
- int32 hair = 2; //头发颜色
- int32 hair_avatar = 3; //头发模型
- repeated int32 fashion_up_list = 4; //已穿戴时装
- }
- message FashionAttr{
- int32 jobType = 1;
- int32 attrId = 2;
- int32 value = 3;
- }
- message HeadFrameData {
- int32 head_frame_id = 1; //头像框ID
- int64 head_frame_time = 2; //头像框时间
- }
- //头像信息
- message HeadInfo{
- int32 head_version = 1; //头像更新版本
- repeated int32 head_list = 2; //已激活头像列表
- repeated HeadFrameData head_frame_list = 3; //头像框列表
- }
- //玩家附属属性
- message RoleData {
- int32 base_exp = 1; //基础经验等级
- int32 job_exp = 2; //职业经验
- int32 job_level = 3; //职业等级
- int32 hero_exp = 4; //伙伴经验
- HeroData hero_data = 5; //主角英雄数据
- uint64 fight_power = 6; //总战斗力
- int32 cruise = 7; //巡游值
- int32 max_cruise = 8; //巡游值上限
- int32 head_id = 9; //使用的头像ID
- uint64 last_login_time = 10; //最近一次离线时间
- int32 skill_box = 11; //当前弹框次数
- repeated KeyValueType boss_reward_list = 12; //boss挑战奖励预存储
- int32 skill_reset_count = 13; //重置次数
- int32 head_frame_id = 14; //头像框ID
- }
- //角色基本信息(不包括其他系统部分)
- message RoleBase {
- uint64 id = 1;
- string nick_name = 2; //玩家昵称
- string desc = 3; //个性签名
- int32 sex = 4; //性别
- int32 country = 5; //国家
- int32 guide_id = 6; //新手流程
- uint64 coin = 7; //玩家金币
- uint32 rmb = 8; //钻石
- repeated KeyValueType res_list = 9; //玩家其他资源列表(不放背包的资源)
- RoleData role_data = 10; //玩家附属属性
- FashionData fashion_data = 11; //时装数据
- HeadInfo head_Info = 13; //解锁头像列表
- repeated int32 story_id = 14; //播放的剧情
- KeyValueType cguide = 15; //Compulsory guidance强制引导 key引导组ID,Value引导步骤ID
- KeyValueType map_animation = 16; //新地图动画
- uint64 ban_time = 17; //封号结束时间s
- float total_recharge = 18; //累计充值
- float day_recharge = 19; //每日累计充值
- int32 vip_level = 20; //vip等级
- uint64 last_recharge_time = 21; //最近充值时间
- int32 question_reward = 22; //问卷调查奖励
- bool create_reward = 23; //創建角色奖励获取
- int32 ban_type = 24; //封号原因
- uint64 chat_ban_time = 25; //禁言结束时间
- int32 chat_ban_type = 26; //禁言原因
- int32 total_online_time = 27; //当前累计在线时间(隔天重置)s
- uint64 online_stamp = 28; //上线时的时间戳 ms
- int32 online_reward_id = 29; //已经领取过的奖励id(配置表中的唯一id)
- uint64 daily_reset_time_stamp = 30; //每日重置时的时间戳
- int32 repress_skill_pvp_val = 31; //技能竞技pvp压制值
- float bt_zhen_day_recharge = 50; // bt真每日累计充值(花钱购买金币的消耗)
- int32 bt_jia_day_recharge = 51; // bt假每日累计充值(消耗的每日充值额度)
- uint64 bt_jia_total_recharge = 52; // bt假累计充值(累计消耗的每日充值额度)
- }
- //神器槽位详细信息
- message SkillEquipSlotDetailData {
- uint32 skill_equip_id = 1; //神器id
- int32 skill_equip_config_id = 2; //神器配置id
- int32 skill_equip_star_level = 3; //神器星级
- int32 slot_level = 4; //槽位等级
- repeated KeyValueType slot_attrs = 5; //暂时只显示神威值
- }
- //神器槽位列表详细数据
- message SkillEquipSlotData {
- int32 hero_id = 1;
- repeated SkillEquipSlotDetailData slot_list = 2; //目前只有一个神器槽位
- }
- //神器数据
- message SkillEquipData {
- uint32 id = 1; //实例ID
- int32 config_id = 2; //配置id
- int32 star_level = 3; //神器星级
- }
- message SkillEquipChangeData{
- SkillEquipData skill_equip_data = 1; //神器数据
- bool add = 2; //添加or删除
- }
- //玩家神器列表
- message RoleSkillEquip {
- uint32 max_skill_equip_id = 1;
- repeated SkillEquipData skill_equip_list = 2;
- }
- /////////////////////////////////////////////////////////////////////////////
- message EquipData {
- int32 config_id = 1; //
- int32 num = 2; //当前拥有的数量
- }
- message RoleEquip {
- repeated EquipData equip_list = 1;
- }
- //道具数据
- message ItemData {
- uint64 id = 1; //实例id(用来处理道具堆叠操作)
- int32 config_id = 2; //道具配置ID
- uint32 num = 3; //道具数量
- uint32 time_stamp = 4; //道具获得时间
- }
- //碎片数据
- message ChipData {
- int32 config_id = 1; //道具配置ID
- uint32 num = 2; //道具数量
- uint32 time_stamp = 3; //道具获得时间
- }
- message RoleBag {
- repeated ItemData item_list = 1; //道具列表
- int32 bag_count = 2; //格子开启信息(暂时不使用)
- }
- message RoleHero {
- repeated HeroData hero_data = 1; //玩家伙伴信息
- }
- message RoleChip {
- repeated ChipData chip_list = 1; //英雄碎片列表
- }
- //当前职业对应拥有的技能
- message JobSkillData {
- int32 job_stage = 1; //职业当前转职阶段
- repeated KeyValueType unlock_skill_list = 2; //解锁的技能ID
- }
- //技能槽位信息
- message RoleSkillSlot {
- int32 skill_id = 1; //技能ID
- int32 unlock = 2; //0级表示未解锁,1表示已解锁
- int32 default_skill_id = 3; //默认不显示技能
- }
- message RoleSkill {
- repeated JobSkillData job_skill_list = 1; //已经解锁的技能
- repeated RoleSkillSlot skill_list = 2; //对应位置上的技能(位置加技能ID,没有该位置的数据说明为解锁该槽位)
- }
- message CardData {
- int32 config_id = 1; //卡片配置ID
- int32 num = 2;
- }
- message CardHandBook {
- int32 card_id = 1; //卡片id
- int32 card_level = 2; //卡片等级
- int32 reward_rec = 3; //领奖记录 按位
- }
- message CardCollect {
- int32 card_quality = 1; //卡片品质
- repeated CardHandBook card_book = 2; //卡片收集列表
- }
- message RoleCard {
- repeated CardData card_list = 1; //卡片列表
- repeated int32 card_slot_list = 2; //部件卡槽解锁信息,按位处理
- repeated CardCollect card_collect = 3; //卡片图册
- repeated KeyValueType total_card_num_list = 4;// 历史卡片数量
- }
- message RoleFashionData{
- int32 fashion_id = 1;
- int32 fashion_lvl = 2;
- bool fashion_wear = 3;
- repeated FashionAttr resetAttrs = 4;
- repeated FashionAttr attrs = 5;
- }
- message RoleFashion {
- repeated int32 fashion_list = 1; //时装列表
- repeated RoleFashionData fashion_data = 2; // 时装新结构
- repeated KeyValueType lvs = 3; // 套裝數據
- }
- ////////////////////////AOI
- message RoleMap {
- int32 map_type = 1;
- Position pos = 2;
- int32 world_boss_count = 3; //世界boss挑战次数
- repeated int32 world_boss_challenge_list = 4; //当天挑战过的世界bossid列表(id*10 + summonidx)
- }
- message Position {
- float x = 1;
- float y = 2;
- float z = 3;
- }
- message Vector3 {
- float x = 1;
- float y = 2;
- float z = 3;
- }
- message Player {
- uint64 uid = 1;
- Position pos = 2;
- int32 u_type = 3; //单位类型,1玩家,2boss,3其他npc
- }
- //地图显示玩家数据
- message PlayerShowInfo {
- uint64 uid = 1; //玩家id
- int32 level = 2;
- int32 vip_level = 3;
- int32 gender = 4; //gender
- int32 job_id = 5; //config id [JobCfg id]
- string nick_name = 6; //玩家昵称
- FashionData fashion_data = 7; //时装数据
- int32 action_id = 8; //是否是npc 非0表示根据action_id来显示
- int32 head_id = 9; // 称号id
- int32 img_id = 10; //头像ID
- int32 head_frame_id = 11; //头像框ID
- int32 fight_power = 12; //战斗力(历史最高战力)
- int32 from_zone = 20; //逻辑区服
- int32 real_zone = 21; //服务器使用
- }
- //玩家详细信息
- message OtherPlayerDetailInfo{
- uint64 uid = 1; //玩家id
- }
- message UnitPosAndDir {
- uint64 uid = 1;
- Vector3 pos = 2;
- Vector3 dir = 3;
- bool is_on_ground = 4;
- int32 u_type = 5; //单位类型,1玩家,2boss,3其他npc
- int32 param_id = 6;
- }
- ////////////////////////Battle
- //快速战斗
- message QuickBattleData{
- int32 max_times = 1; //最大次数 (解锁次数 + 后续可扩展次数)
- int32 day_times = 2; //当日领取次数
- uint64 draw_time = 3; //上一次领取时间
- }
- message BattleEvilBossData {
- int32 pos_idx = 1;
- int32 boss_id = 2;
- uint64 expire_time = 3; //有过期时间表示boss死亡
- int32 reward_evil_exp = 4; //胜利奖励的技能经验
- int32 refresh_time = 5;
- int32 quality = 6; //品质 1-4
- }
- message BattleEvilData {
- int32 free_count = 1;
- bool free_limit = 2; //true表示无限免费次数
- int32 challenge_count = 3; //挑战次数用来升级恶魔等级
- int32 evil_level = 4; //恶魔等级
- repeated BattleEvilBossData boss_list = 5;
- repeated KeyValueType quality_challenge_count = 6; //对应恶魔品质完成挑战次数
- int32 total_count = 7; //总次数
- }
- //远征之门
- message BattleExpeditionActor {
- int32 id = 1;
- int32 level = 2;
- int32 hp = 3;
- int32 sp = 4;
- }
- message BattleExpeditionReward {
- int32 expedition_type = 1;
- repeated int32 reward_state = 2; //获取奖励状态宝箱index,从1开始
- }
- message ExpeditionRankInfo {
- int32 rank = 1;
- CommonPlayerBriefInfo brief_info = 2;
- uint32 score = 3; //当前积分
- }
- message BattleExpedition {
- int32 expedition_type = 1; //当前解锁到的区域地图ID
- repeated int32 battle_hero_list = 2; //上阵玩家英雄动态id
- int32 total_expedition_num = 3; //历史通关副本区域地图次数
- //数据需要隔天清空(关卡数据在挑战关区域地图后可以进行重置)
- int32 challenge_num = 4; //剩余挑战次数
- int32 cur_expedition_type = 5; //当前挑战的区域地图ID,同一时间只存在一份
- repeated int32 finish_expedition_list = 6; //已经完成全部关卡挑战的区域地图ID
- repeated BattleExpeditionReward reward_state_list = 7; //获取奖励状态
- int32 cur_battle_level = 8; //当前正在挑战的关卡
- repeated BattleExpeditionActor boss_list = 9; //挑战bossID
- repeated int32 battle_buff_list = 10; //战斗胜利后获得的增强buff列表(选择后的buff)
- repeated int32 battle_select_buff_list = 11; //上一关未选择的buff列表
- repeated BattleExpeditionActor battle_hero_hp_list = 12; //英雄血量保存万分比
- int32 battle_idx = 13; //0表示没有挑战
- KeyValueType assist_num = 14; //救助其他玩家次数 key:最大次数 val:已经救助次数
- KeyValueType be_assist_num = 15; //被其他玩家救助次数 key:最大次数 val:已经其他玩家救助次数
- bool assist_state = 16; //是否处于求救中(发起求助后未被救助) true救助中
- uint64 assist_guild_end_time = 17; //公会求助结束时间戳
- repeated KeyValueType64 be_assist_uid_list = 18; //救助该玩家的其他玩家(保证只能救助一次)
- uint64 assist_time_stamp = 19; //是否处于求救中(发起求助后未被救助) >0 救助中,发起求助的时间
- uint32 cur_expedition_score = 20; //当前地图远征积分(隔天重置)
- uint32 cur_expedition_score_max = 21; //地图远征积分历史最大值
- uint64 expedition_score_reset_time = 22; //系统重置积分时间
- uint64 expedition_type_reward = 23; //地图通关宝箱奖励领取状态
- }
- message RushMap {
- uint32 map_score = 1; //推图积分
- uint32 bag_score = 2; //礼包积分
- uint32 rush_map_id = 3; //推图ID
- int32 fight_round = 4; //参与轮次
- int32 reward_round = 5; //保底奖励轮次
- int32 rank_reward = 6; //上次领取的奖励轮次
- }
- message RoleBattle {
- uint64 last_income_time = 1; //上一次领取收益时间,0表示未初始化
- uint32 map_level = 2; //当前场景ID,默认为1
- uint32 map_id = 3; //当前地图ID,默认为1
- uint32 max_income_time = 4; //最大收益时间
- QuickBattleData quick_battle = 5; //快速战斗
- //当前领取到的奖励关ID
- uint32 reward_map_id = 6;
- uint32 reward_map_level = 7;
- uint32 reward_map_count = 8; //累计的挑战boss成功次数,用来后续做小目标星星处理
- //小地图数据
- //恶魔协会
- BattleEvilData evil_info = 9;
- //远征之门
- BattleExpedition expedition_info = 10; //远征之门
- uint64 map_level_time = 11; //到达当前关卡时的时间戳(用来做难度衰减)
- RushMap rush_map = 12; //推图冲榜
- repeated KeyValueType map_challenge_num_list = 13; //关卡挑战次数
- // 战斗加速时间(客户端显示根据last_record_battle_acce_time+battle_acce_duration为最大能使用的结束时间戳)
- uint64 last_record_battle_acce_time = 14; // 上次记录时的时间
- uint64 battle_acce_duration = 15; // 当前剩余的时间
- uint32 hard_map_level = 16; //当前困难Leve ID,默认为1
- uint32 hard_map_id = 17; //当前困难地图ID,默认为1
- uint32 hard_s_map_level = 18; //当前噩梦Leve ID,默认为1
- uint32 hard_s_map_id = 19; //当前噩梦地图ID,默认为1
- }
- message ActorPosition {
- uint32 id = 1;
- Position pos = 2;
- }
- message RankPlayerInfo {
- uint64 uid = 1; //玩家ID
- uint32 map_level = 2; //当前场景ID,默认为1
- uint32 map_id = 3; //当前地图ID,默认为1
- CommonPlayerBriefInfo brief = 4; //玩家昵称
- }
- //世界boss列表信息
- message WorldBossContentInfo {
- int32 cfg_id = 1;
- int32 boss_id = 3;
- int32 boss_summon_idx = 4; //同一id boss第一次刷新
- CommonPlayerBriefInfo brief = 5; //玩家昵称
- int32 fighter_num = 6;
- uint64 expire_time = 7;
- int32 total_hp = 8; //总血量
- int32 cur_hp = 9; //当前血量
- bool is_fight = 10; //是否参与过挑战
- uint64 next_refresh_time = 11; //下次刷新boss时间戳
- int32 boss_summon_type = 15; //0普通世界boss 1变身世界boss
- }
- //世界boss rand点数据
- message PointNameInfo{
- string name = 1;
- int32 point = 2;
- uint64 uid = 3;
- }
- message WorldBossRandPointInfo {
- repeated int32 reward_list = 1; //1大奖,2中奖,3参与奖
- int32 boss_id = 2; //bossuid
- int32 boss_summon_idx = 3; //该boss当前召唤的次数
- int32 boss_summon_type = 4; //boss召唤类型
- }
- ////////////////////////Task
- //key value 类型
- message TaskProgressType {
- int32 key = 1;
- int32 value = 2;
- int32 state = 3;
- uint32 total = 4;
- }
- message TaskData {
- uint32 task_id = 1; //任务ID
- repeated TaskProgressType progress = 2; //任务进度
- uint32 state = 3; //是否领取任务奖励
- uint64 begin_time = 4; //开启该任务时的时间
- int32 task_type = 5; //任务类型(日常/周常/主线)
- }
- message HeadCond{
- int32 head_id = 1; //头像ID
- repeated TaskData task_list = 2; //头像进度
- }
- message RoleHeadCond {
- repeated HeadCond conditions = 1; //头像进度
- }
- message HeroCond{
- int32 hero_id = 1; //伙伴ID
- repeated TaskData task_list = 2; //伙伴进度
- }
- message RoleHeroCond {
- repeated HeroCond conditions = 1; //伙伴进度
- }
- message RoleTask {
- repeated TaskData task_list = 1; //任务列表
- repeated ChangeJob condition = 2; //可转职业条件
- RoleHeadCond head_cond = 3; //头像进度
- RoleHeroCond hero_cond = 4; //伙伴进度
- KeyValueType daily_task_score = 5; //活跃度/活跃度对应的奖励,按位处理(完成任务累加的积分)
- KeyValueType week_task_score = 6;
- //任务通用累计计数
- uint64 total_add_zeny = 7; //累计获得的zeny数量
- int32 accumulative_card_mvp = 8; //累计收集获得不同种类,MVP的卡片{X}张
- uint64 latest5_hour_time = 9;
- uint64 latest_week5_hour_time = 10;
- repeated KeyValueType type_rec_count = 11;
- }
- message SlotFightPower {
- int32 hero_id = 1; //伙伴ID
- uint64 hero_fight_power = 2; //伙伴战斗力
- uint64 pet_fight_power = 3; //宠物战斗力
- }
- message FightPowerData {
- uint32 total_fightpower = 1; //主角总战力
- repeated SlotFightPower slot_fightpower = 2; //所有英雄的战力
- uint32 pet_bond_fightpower = 3; //羁绊战力
- repeated SlotFightPower actor_fightpower = 4; //英雄/宠物自身战力
- }
- ////////////////////////Arena
- message RushArena {
- int32 rush_round = 1; //冲榜轮次
- int32 count = 2; //战斗次数
- int32 reward = 3; //是否领奖
- int32 rank_reward = 4; //上次领取的奖励轮次
- }
- message ArenaInfo {
- int32 challenge_count = 1; //剩余挑战次数
- int32 reward_count = 2; //剩余积分获得次数
- int32 buy_count = 3; //剩余购买次数
- int32 score = 4; //积分
- int32 win_count = 5; //胜利次数
- int32 total_count = 6; //总挑战次数
- int32 old_score = 7; //上一赛季积分
- int32 win_streak = 8; //连胜
- int32 failed_streak = 9; //连败
- uint64 last_challenge_player = 10; //最后一次匹配的玩家
- repeated int32 self_hero_list = 11;
- int32 arena_season_id = 12; //玩家参与赛季ID(用户获取奖励)
- uint64 last_arena_season_time = 13; //参加赛季时间
- //历史记录换赛季不清空
- int32 record_win_count = 14;
- int32 record_total_count = 15;
- RushArena rush_arena = 16; //英灵殿冲榜
- int32 arena_season_id_reduce = 17; ////玩家参与赛季ID(降段位使用)
- }
- //道场排行信息
- message ArenaRankInfo {
- int32 rank = 1;
- CommonPlayerBriefInfo brief_info = 2;
- int32 score = 3; //当前积分
- }
- message RoleArena {
- ArenaInfo arena = 1; //道场
- }
- ////////////////////////mail
- message MailContent {
- int32 id = 1; //动态id
- int32 config_id = 2; //邮件配置id
- int32 type = 3; //邮件类型
- repeated KeyValueType reward_list = 4; //附件资源
- uint64 begin_time = 5; //获得邮件时间戳
- uint64 expire_time = 6; //结束时间戳
- //0未读取 1已读取 | 00未获取 10已获取 | 000 未删除 100 已删除
- int32 state = 7; //邮件状态 第1位标识读取状态,第2位标识附件获取状态 第3位表示删除状态
- repeated int32 param_list = 8; //邮件参数列表
- string title = 9;
- string content = 10;
- }
- message RoleMail {
- repeated MailContent mail_list = 1;
- int32 max_mail_id = 2;
- int32 curr_global_mail_id = 3; //领取webgm发送的奖励
- }
- ////////////////////////ReadInfo 小红点数据
- message RoleRed {
- bool is_unread_mail = 1; //当前是否拥有为读取邮件
- }
- ////////////////////////Competition 赛季玩法
- //赛季结算信息
- message CompetitionRewardInfo {
- int32 reward_idx = 1; //结算次数序号
- uint64 reward_end_tme = 2; //结算的结束时间(数据存时不使用,发送数据时使用)
- //参数说明
- //1,2赛季类型,对应档位礼包id
- repeated int32 param_list = 3;
- }
- //历史赛季信息
- message CompetitionInfo {
- int32 competition_id = 1; //CompetitionPeriodCfg中的CompetitionId
- uint64 cur_end_time = 2; //结束时间
- repeated CompetitionRewardInfo reward_info_list = 3; //周期结算信息
- int32 com_param = 4; //当前赛季系统对应的参数(二类型赛季表示积分)
- uint64 com_param_add_time = 5; //添加积分时的时间戳(用来判断下次添加时是否还生效)
- //显示超过进度使用
- int32 self_rank = 6; //当前排名
- int32 total_rank = 7; //总人数
- //下一档积分差距
- int32 next_com_score = 8;
- int32 last_com_score = 9; //玩家在第一档时,第二档的第一名(也就是第二名)
- }
- message DivineInfo {
- //占星
- repeated int32 cur_stars = 1; //当前星星
- int32 failed_count = 2; //当前连败次数
- }
- //每日领奖数据
- message DaySupplyData {
- uint64 begin = 1; //领奖开始
- uint64 end_index = 2; //领奖结束
- bool draw = 3; //是否领奖
- }
- //粉丝投票数据
- message FansVoteData {
- string name = 1; //名字
- int32 rank = 2; //排名
- int32 score = 3; //分数
- }
- //箱子排名数据
- message FansBoxData {
- uint64 uid = 1; //uid
- int32 box = 2; //箱子数量
- int32 rank = 3; //排名
- }
- //排名数据
- message FansRankData {
- uint64 uid = 1; //uid
- int32 score = 2; //分数
- int32 rank = 3; //排名
- }
- message FansVoteDetail {
- uint64 uid = 1; //uid 投票人
- uint64 vote_time = 2; //time 投票时间
- int32 ticket_count = 3; //ticket 票数
- }
- //请求自己的粉丝榜单
- message IdolFansInfo {
- repeated FansVoteDetail fans_list = 1;
- }
- message IdolInfo {
- repeated KeyValueType64 vote_data = 1; //uid 投票目标, value 票数, value2 领奖标记
- repeated int32 day_reward = 2; //每日奖励领取
- bool join_competition = 3; //参加活动标记
- int32 box_score = 4; //购买箱子分数
- uint64 first_begin = 5; //第一次领奖开始
- uint64 first_end = 6; //第一次领奖结束
- uint64 second_begin = 7; //第二次领奖开始
- uint64 second_end = 8; //第二次领奖开始
- }
- message PlayerShowData {
- uint64 uid = 1;
- RoleBase role_base = 2;
- HeroData hero_data = 3; //主角数据
- }
- message IdolSeasonData {
- //前三名数据
- repeated PlayerShowData detail_list = 1; //详细信息列表
- //前三名的票数
- repeated FansRankData vote_list = 2; //前三名数据
-
- repeated int32 day_reward = 3; //每日奖励领取
- uint64 first_begin = 4; //第一次领奖开始
- uint64 first_end = 5; //第一次领奖结束
- uint64 second_begin = 6; //第二次领奖开始
- uint64 second_end = 7; //第二次领奖结束
- bool has_box_reward = 8; //是否有箱子奖励(有人买了箱子就显示)
- }
- message FansVoteRewardData {
- uint64 uid = 1;
- repeated KeyValueType64 idol_list = 2; //key idoluid, value score
- }
- message RoleCompetition {
- CompetitionInfo cur_competition = 1; //正在进行的赛季
- int32 reward_competition_id = 2; //当前获取到的赛季奖励ID
- int32 reward_competition_sub_id = 3; //当前赛季内结算周期对应奖励
- DivineInfo divine = 4; //占星数据
- IdolInfo idol = 5; //偶像季数据
- }
- ////////////////////////social好友
- //每次上线时需要重新加载
- message RoleFriend {
- repeated uint64 sub_list = 1; //关注列表
- repeated uint64 fans_list = 2; //被关注列表(粉丝列表)
- repeated uint64 black_list = 3; //黑名单列表
- }
- message RoleSocial {
- RoleFriend friendInfo = 1; //friend info
- }
- ////////////////////////common
- //战斗玩家数据
- message FightRoleInfo {
- bool is_robot = 1; //是否是机器人
- CommonPlayerBriefInfo brief_info = 2;
- //系统数据
- int32 job_level = 3; //职业等级
- repeated KeyValueType attr_list = 4; //属性点添加列表
- FashionData fashion_data = 5; //时装数据
- repeated HeroData hero_data_list = 6; //主角/伙伴数据(对应的上阵玩家数据)
- int32 max_fight_power = 7; //玩家历史最高战力
- repeated PetData battle_pet_list = 8; //上阵宠物数据
- int32 change_play_id = 9; //是否是变身状态(<=0未变身)
- int32 repress_skill_pvp_val = 10; //技能竞技压制
- }
- message ChatMessageInfo {
- string message = 1;//消息内容
- uint64 send_time = 2; //秒为单位,发送聊天时间
- int32 sub_type = 3; //子类型,显示不同系统消息
- }
- message ChatPlayerBriefInfo {
- uint64 uid = 1; //玩家唯一ID
- string nick_name = 2; //玩家nickname
- int32 img_id = 3; //头像ID
- int32 config_id = 4; //职业配置表id
- int32 level = 5; //等级
- int32 head_frame_id = 6; //头像框ID
- int32 gender = 7; //性别
- int32 vip_level = 8; //VIP等级
- int32 head_id = 9; //称号di
- }
- message CommonPlayerBriefInfo {
- uint64 uid = 1; //玩家唯一ID
- string nick_name = 2; //玩家nickname
- int32 img_id = 3; //头像ID
- int32 gender = 4; //性別
- int32 level = 5; //等级
- int32 config_id = 6; //职业ID
- int32 fight_power = 7; //战斗力(历史最高战力)
- bool online_state = 8; //玩家在线状态
- uint64 online_time = 9; //玩家最后在线时间(上线时也会更新该事件)
- int32 tower_level = 10; //爬塔层数
- uint64 tower_time = 11; //当前塔通关时间
- int32 map_level_id = 12; //当前地图关卡
- uint64 battle_record_id = 13;
- int32 head_frame_id = 14; //头像框ID
- int32 vip_level = 15; //vipLevel
- int32 select_zone = 16; //登录所在的区服
- int32 head_id = 17; // 称号id
- int32 tower_wj_level=18;
- uint64 tower_wj_time =19;
- //后续字段不做保存操作
- float total_recharge = 30; //累计充值
- uint64 last_recharge_time = 31; //最近充值时间
- uint64 rmb = 32;
- uint64 zeny = 33;
- uint32 max_fight_power = 34;
- string daochang100_tips = 35; //设置口号
- }
- message PlayerStateInfo {
- uint64 uid = 1; //玩家唯一ID
- bool online = 2; //true在线,false离线
- }
- message SystemMessage {
- int32 type = 1; //公告类型 1通关 2获得伙伴 3宝箱 4稀有道具
- string nick_name = 2; //玩家nickname
- repeated int32 param_id = 3; //通用参数ID
- uint64 send_time = 4; //秒为单位,发送消息时间
- }
- message MessageContentInfo {
- int32 type = 1; //消息类型1私人聊天,2世界频道聊天
- ChatPlayerBriefInfo from_id = 2;
- ChatMessageInfo message = 3; //消息内容
- uint64 target_id = 4; //targetId显示该私聊信息
- repeated int32 param_list = 5;
- }
- message RoleChat {
- repeated ChatPlayerBriefInfo offline_msg_player_list = 1; //离线消息玩家ID列表
- }
- message BuyInfo {
- int32 goods_id = 1; //道具配置ID
- int32 buy_num = 2; //道具购买数量
- uint64 buy_time = 3; //道具购买时
- int64 ref_time = 5; //购买刷新时间refresh_time
- }
-
- //黑市类型商店数据
- message SpecialShop {
- int64 refresh_time = 1; //上次刷新时间
- repeated int32 goods_list = 2; //刷新的商品列表
- int32 refresh_count = 3; //刷新次数
- }
- message ShopBuyInfo {
- int32 goods_type = 1; //商店ID
- repeated BuyInfo item_info = 2; //购买ixinxi
- SpecialShop ref_data = 3; //黑市信息
- }
- message ShopItem {
- int32 goods_id = 1; //道具配置ID
- int32 price = 3; //原价
- int32 cur_price = 4; //现价
- int32 dispercent = 6; //折扣比例
- bool hot = 7; //热销
- int32 limit_type = 9; //限购类型
- int32 count = 10; //限购数量
- int32 circle = 11; //循环时间
- int64 start_time = 13; //开始时间
- int64 end_time = 14; //结束时间
- int32 hd_item_id = 15; //活动指定掉落道具
- }
- message ShopData {
- int32 goods_type = 1; //商店ID
- repeated ShopItem item_info = 2; //道具信息
- repeated BuyInfo buy_info = 3; //购买ixinxi
- int64 refresh_time = 4; //下一次刷新时间(黑市商店)
- int32 refresh_count = 5; //刷新次数
- int64 day_end = 6; //日结束时间戳
- int64 week_end = 7; //周结束时间戳
- }
- message ShopList {
- repeated ShopData data = 1;
- }
- //战斗玩家数据
- message ViewRoleInfo {
- uint64 id = 1; //玩家id
- CommonPlayerBriefInfo brief = 2; //玩家信息
- HeroData role_hero = 3; //玩家伙伴信息
- RoleHero hero = 4; //玩家主角信息
- RoleFashion fashion = 5; //时装
- repeated KeyValueType attr_list = 6; //属性点添加列表
- FashionData fashion_data = 7; //时装数据
- int32 danScore = 8; //段位
- repeated int32 param_list = 9; //赛季相关
- string guild_name = 10; //公会名字
- repeated PetData pet_list = 11; //宠物列表(上阵的)
- }
- message ShopCost{
- int32 shop_type = 1;
- int32 res_type = 2;
- uint32 res_count = 3;
- }
- message RoleShop {
- repeated ShopBuyInfo info = 1; //商店购买信息
- int32 total_buy_num = 2; //商店总购买次数
- repeated ShopCost cost_res = 3; //商店特定货币消耗
- }
- message CurRoundSign {
- int64 last_sign = 1; //最近一次签到时间
- }
- //签到相关
- message SignUp{
- int32 sign_round = 1; //签到轮次
- int32 cur_day = 2; //当前签到天数
- CurRoundSign cur_sign_info = 3; //当前轮次签到信息
- }
- //活动数据
- message RoleActivity {
- SignUp sign_info = 1; //签到活动
- //精彩活动
- uint64 cur_day_end_time = 2; //当前天结束时间戳
- repeated ActivitiesDetailData activity_data_list = 3;
- //充值活动
- //首充大礼包时间(达到给定数值记录时间)
- uint64 first_charge_time = 4; //非0表示可以进行奖励领取
- int32 first_charge_reward_state = 5;
- //超值礼包数据
- repeated ActivitiesUnlockRechargeData unlock_charge_list = 6;
- repeated KeyValueType unlock_charge_has_list = 7; //已经触发的超值礼包的次数
- repeated int32 expired_activity_list = 8; //过期或者已经删除的活动(次数) = 9;
- }
- ///精彩活动
- message ActivitiesDetailData {
- int32 activities_id = 1;
- int32 activities_type = 2;
- uint64 start_time = 3;
- uint64 end_time = 4; //活动结束时间(服务器使用)
- int32 cur_day = 5; //根据开始时间计算的当前天数
- //连续登录活动奖励获取状态
- repeated KeyValueType login_reward_list = 6;
- //14日目标任务
- ActivitiesFortnightDays fortnight_days = 7;
- //充值达到百元大礼包时的时间戳
- uint64 param_time = 8; //非0表示可以进行奖励领取
- int32 reward_state = 9; //奖励领取状态
- //集字活动
- repeated ActivitiesCollectionData collection_list = 10;
- //好感度数据(3.8活动)
- ActivitiesLikabilityData likability_data = 11;
- repeated TaskData king_task = 12; //国王盛宴任务
- uint32 fighting_target = 13; //开启时战力
- //兑换活动
- repeated ExchangeData exchange_list = 14;
- //活动转盘
- ActivityWheelData wheel_data = 15; //
- //签到活动
- ActivitySignIn sign_data = 16;
- // bt RO币累计活动
- ActivityBTROCoin bt_rocoin_data = 20;
- // 真/假每日累计充值活动
- repeated TaskData bt_zhenjia_recharge_task_list = 21;
- repeated SystemMessage act_msg_list = 22; // 活动内的操作消息(砸蛋奖励获取消息)
- }
- message ActivityBTROCoin {
- repeated TaskData daily_task_list = 1;
- repeated TaskData week_task_list = 2;
- uint64 week_day_end_time = 3; // 周累计活动下次刷新时间
- }
- message ActivitySignIn {
- uint64 next_sign_time = 1; // 下次签到时间戳
- int32 sign_days = 2; // 已签到次数
- }
- //活动转盘
- message ActivityWheelData {
- //转盘
- repeated WheelRewardItemInfo wheel_reward_item_list = 1; //奖励物品
- bool wheel_open = 2; //是否开启本轮,false表示关闭
- int32 wheel_refresh_num = 3; //每轮的第几次刷新
- int32 template_idx = 4; //模板id
- int32 wheel_num = 5; //抽取次数
- int32 wheel_idx = 6; //最后一次抽奖停留的位置(全部获取奖励该数值为0)
- repeated WheelLogData log_list = 7; //转盘大奖日志(自己)
- }
- message ExchangeData {
- int32 id = 1;
- int32 exchange_num = 2; //目前已经兑换次数
- }
- message ExchangeInfo {
- int32 condition_id = 1;
- repeated KeyValueType cost_item = 2;
- }
- message ActivitiesData {
- int32 id = 1; //配置id
- int32 type = 2; //活动类型
- uint64 end_time = 3; //活动结束时间戳
- string bg = 4; //背景图片地址
- }
- //14日目标任务(7天重置一次,显示7天数据)
- message ActivitiesFortnightDays {
- int32 task_score = 1; //任务获取到的积分
- uint32 task_score_reward = 2; //任务积分奖励获取状态(位处理)
- repeated TaskData task_list = 3; //7天任务列表(不会有重复ID)
- }
- //超值礼包数据
- message ActivitiesUnlockRechargeData {
- int32 activities_id = 1; //超值礼包数据ID
- uint64 start_time = 2;
- uint64 end_time = 3; //活动结束时间
- }
- message ActivitiesCollectionData {
- int32 id = 1;
- int32 reward_num = 2; //目前已经兑换次数
- bool no_notice = 3; //不提醒 默认为false
- }
- //好感度数据
- message ActivitiesLikabilityData {
- int32 level = 1; //等级
- uint32 param = 2; //当前数值
- }
- message FriendTowerInfo {
- int32 tower_level = 1; //塔层数
- repeated CommonPlayerBriefInfo infos = 2; //好友简介
- }
- message RushTower {
- int32 rush_round = 1; //冲榜次数
- int32 count = 2; //战斗次数
- int32 reward = 3; //是否领奖
- int32 rank_reward = 4; //上次领取的奖励轮次
- }
- message RoleTower{
- int32 now_tower_level = 1; //当前可爬塔层数,默认为1
- int64 now_tower_time = 2; //当前爬塔时间
- RushTower rush_tower = 3; //爬塔冲榜数据
- uint64 sys_reward_time = 4; //获取系统补偿奖励(印记奖励)时间戳
- uint64 tower_level_day_reward_time = 5; // 每天馈赠奖励可领取时间戳
- repeated int32 boss =6;//无尽模式当前官卡boss
- int32 now_tower_wj_level = 7; //当前无尽关卡
- int64 now_tower_wj_time = 8; //上衣关卡挑战时间点
- int64 refresh_tower_wj =9;//下次刷新排行榜时间
- int32 buff1 =10;//祝福1
- int32 buff2 =11;//祝福2
- int32 buff3 =12;//祝福3
- int32 duration =13;//当前周期
- int32 reward_level =14;//当前周期已领取奖励层数
- }
- message RefusedApply{
- uint64 guild_id = 1; //公会ID
- int64 apply_time = 2; //连续被拒绝3次时间
- }
- message DayApply{
- uint64 guild_id = 1; //公会ID
- int64 apply_time = 2; //连续被拒绝3次时间
- }
- message TowerBriefInfo {
- CommonPlayerBriefInfo common_info = 1;
- int32 battle_time = 2;
- int32 battle_version = 3;
- }
- message RecommendGuild {
- uint64 guild_id = 1; //公会列表
- int32 level = 2; //公会等级
- int64 active_time = 3; //活跃时间
- uint32 active = 4; //活跃度
- }
- message RecommendSet {
- repeated RecommendGuild guild = 1;
- }
- //=============================== 公会 ====================================
- //客户端请求: 公会基础信息:成员简介
- message MemberBrief {
- uint64 uid = 1; //公会成员ID
- int64 offline_time = 2; //离线时间
- int32 title = 3; //职位
- }
- //客户端请求: 公会基础信息:公会简介
- message GuildNotifyData {
- GuildBrief brief = 1; //公会简介
- int32 mem_count = 2; //成员数量
- bool is_apply = 3; //是否申请过
- bool cp_num = 4; //贡献点
- }
- //客户端请求: 成员详细信息
- message MemberInfo {
- uint32 total_active = 1;
- CommonPlayerBriefInfo brief = 2;
- }
- message GuildBossLogDetial {
- GuildFightLog fight_log = 1; //boss战斗日志
- CommonPlayerBriefInfo info = 2; //
- }
- message GuildBossData {
- uint32 boss_id = 1; //bossId
- uint64 fight_time = 2; //boss战斗截止时间
- uint64 fight_cd_time = 3; //结算截止时间
- }
- //公会存库======开始
- message GuildLog{
- int32 op_title = 1; //操作人官职
- string op_name = 2; //操作人名字
- int32 be_op_title = 3; //备操作人官职
- string be_op_name = 4; //被操作人名字
- int32 event_type = 5; //事件类型
- uint64 event_time = 6; //事件发生时间
- }
- message GuildLogSet {
- repeated GuildLog guild_log = 1;
- }
- message GuildMember{
- uint64 member_id = 1; //UID
- int32 title = 2; //官职0:玩家, 1:副会长,2:会长
- int64 offline_time = 3; //下线时间,0 表示在线
- repeated KeyValueType64 active_info = 4; //活跃度Key:时间, value:活跃度
- uint64 add_guild_time = 5; //进入(创建)公会时间
- }
- message MemberData {
- uint64 pre_id = 1; //会长ID
- repeated uint64 vice_pre_id = 2; //副会长ID
- repeated GuildMember member_info = 3; //公会成员信息
- uint64 kick_time = 4; //上次踢人时间
- int32 kick_num = 5; //踢人数量
- }
- message GuildBrief {
- uint64 guild_id = 1; //公会ID
- string guild_name = 2; //公会名字
- int32 guild_badge = 3; //公会徽章
- int32 guild_level = 4; //公会等级
- uint32 guild_active = 5; //公会活跃值
- }
- message GuildBase {
- GuildBrief guild_brief = 1; //公会简介信息
- uint32 day_active = 2; //当天活跃度
- uint32 guild_exp = 3; //公会经验值
- int64 active_time = 4; //最后一次活跃值时间
- int32 recruit_type = 5; //招人类型(是否可以直接入会)
- int32 recruit_level = 6; //入会等级
- string notice = 7; //公会公告
- string recruit_notice = 8; //招人公告
- }
- message DemonDamage {
- uint64 uid = 1;
- uint64 damage = 2;
- uint64 fight_time = 3;
- }
- message GuildDemon {
- int32 cur_demon_id = 1;
- uint64 total_damage = 2;
- repeated DemonDamage damage_list = 3;
- uint64 refresh_time = 4;
- }
- message GuildActiveInfo{
- uint32 active_value = 1; //我的活跃值
- int32 day_active_value = 2; //当天活跃值
- int64 active_time = 3; //前一次活跃时间
- }
- message RoleApplyInfo{
- repeated DayApply day_apply = 1; //日常被拒
- repeated RefusedApply refused = 2; //被连续拒绝的公会
- }
- message GuildBossTickTime {
- uint32 bossId = 1; //bossId
- int32 fight_count = 2; //战斗次数
- uint64 refresh_time = 3; //刷新时间
- }
- //公会战个人信息
- message GuildBattle {
- int32 reward_round = 1; //奖励轮次
- int32 mvp_reward_round = 2; //MVP奖励轮次
- int32 challenge_num = 3; //战斗次数
- }
- message GuildDemonReward{
- uint64 total_damage = 1;
- int32 demon_id = 2;
- repeated DemonDamage damage_list = 3;
- }
- message DemonInfo {
- int32 free_fight_count = 1; //免费战斗次数
- int32 buy_fight_count = 2; //购买了的次数
- int32 use_fight_count = 3; //当天使用次数
- uint64 refresh_time = 4; //公会demon刷新时间
- uint64 last_fight_time = 5; //最近一次战斗时间
- }
- message RoleGuild{
- uint64 guild_id = 1; //当前公会ID
- GuildActiveInfo guild_active = 2; //公会信息
- RoleApplyInfo guild_apply = 3; //公会申请信息
- int32 quit_num = 4; //总退会次数
- int64 next_join = 5; //下一次入会时间
- repeated GuildBossTickTime boss_fight = 6; //boss战斗数据
- string guild_name = 7; //公会名字
- uint64 elite_boss_cd = 8; //精英bossCD
- GuildBattle guild_battle = 9; //公会战个人数据
- DemonInfo demon_info = 10; //公会魔王
- }
- message GuildIdex {
- uint64 guild_id = 1; //公会ID
- }
- message RushRoundData {
- int32 rush_id = 1; //冲榜序号
- uint64 start_time = 2; //冲榜开始
- uint64 close_time = 3; //冲榜结束
- uint64 reset_time = 4; //冲榜重置
- }
- message RushData {
- int32 rush_id = 1; //冲榜序号
- int32 rush_stage = 2; //冲榜阶段
- repeated uint64 reward_list = 3; //已领取奖励列表
- repeated RushRoundData round_data = 4; //轮次信息
- }
- message GuildFightLog {
- uint64 uid = 1; //uid
- uint64 fight_time = 2; //战斗时间
- uint32 damage = 3; //伤害值
- }
- message GuildFight {
- uint64 uid = 1; //uid
- uint32 damage = 2; //伤害值
- }
- message GuildBossInfo {
- GuildFight max_dam = 1; //最大伤害
- repeated GuildFightLog fight_log = 2; //战斗日志
- uint64 refresh_time = 3; //召唤时间
- int32 boss_state = 4; //boss状态
- }
- message GuildBoss {
- uint64 guild_id = 1; //当前公会ID
- repeated GuildBossInfo day_boss = 2; //boss
- }
- message RoleApplayData {
- repeated uint64 apply_guild = 1; //个人申请列表
- }
- message GuildApplayData {
- repeated uint64 apply_guild = 1; //公会的申请列表
- }
- //公会战个人数据
- message GuildBattleSelfData {
- uint64 uid = 1;
- uint64 guild_id = 2;
- int32 challenge_num = 3; //剩余挑战次数
- repeated KeyValueType buff_list = 4; //战斗个人buff列表[id,level]
- uint64 reborn_end_time = 5; //复活结束时间
- bool auto_challenge = 6; //是否设置自动购买挑战次数
- bool auto_reborn = 7; //是否设置自动清除复活CD时间
- int32 win_num = 8; //连杀次数
- int32 win_strak = 9; //连续击杀次数
- bool guild_pre = 10; //是否会长
- }
- //公会战位置数据
- message GuildPosIdxData {
- int32 pos_idx = 1;
- uint64 guild_id = 2; //0表示无公会玩家占领(默认状态)
- uint64 uid = 3; //占领该位置玩家(玩家不在该位置但是也也能属于该玩家)
- CommonPlayerBriefInfo owner_brief = 4; //玩家占位时不为空
- uint64 fight_end_time = 5;
- uint64 fight_start_time = 6;
- uint64 challenge_uid = 7; //挑战该占位的玩家
- uint64 fight_ping_time = 8; //保持战斗状态时间 动态存在
- }
- //占领日志
- message GuildBattleLog {
- int32 type = 1; //
- uint64 record_time = 2; //记录时间
- bool state = 3; //true成功
- int32 pos_idx = 4; //占位idx
- string target_player_name = 5;
- uint64 target_guild_id = 6;
- uint64 target_player_uid = 7;
- string challenge_player_name = 8;
- uint64 challenge_guild_id = 9;
- uint64 challenge_player_uid = 10;
- int32 win_steak = 11;
- }
- message GuildBattleBaseData {
- uint64 battle_start_time = 1;
- uint64 battle_end_time = 2;
- repeated KeyValueType64 score_list = 3; //(Key:公会ID, value:积分,value2:道场数量,value3:公会徽章, str_val:公会名次)
- repeated uint64 score_mvp = 4; //积分MVP领奖 //目前1个人,repeated做预留
- repeated uint64 killer_mvp = 5; //击杀MVP领奖 //目前1个人,repeated做预留
- }
- //公会战基础信息
- message GuildBattleBase {
- int32 guild_battle_id = 1; //公会战ID
- uint64 cur_guild_start = 2; //当前公会战开启时间
- int32 guild_battle_state = 3; //当前公会战状态
- uint64 next_stage_begin = 4; //下个公会战状态开始时间
- uint64 next_battle_begin = 5; //下轮公会战开始时间
- uint64 tournament_prepare = 6; //四强赛准备
- uint64 tournament_begin = 7; //四强赛开始
- uint64 tournament_end = 8; //四强赛结束
- uint64 semifinals_prepare = 9; //半决赛准备
- uint64 semifinals_begin = 10; //半决赛开始
- uint64 semifinals_end = 11; //半决赛结束
- uint64 finals_prepare = 12; //决赛准备
- uint64 finals_begin = 13; //决赛开始
- uint64 finals_end = 14; //决赛结束
- uint64 show_end = 15; //展示结束
- int32 is_open = 16; //开关
- int32 reward_state = 17; //奖励阶段
- int32 ban_type = 18; //暂停类型//0:取消封停 1:封停
- }
- message CountTableData {
- int32 battle_index = 1; //索引
- uint64 guild1_id = 2;
- string guild1_name = 3;
- int32 guild1_badge = 4;
- uint64 guild2_id = 5;
- string guild2_name = 6;
- int32 guild2_badge = 7;
- bool win_guild = 8; //true guild1胜,false guild2负
- int32 win_type = 9; //胜利类型
- int32 state = 10; //状态(1:未开始,2:进行中,3:已结束)
- }
- //公会战对阵表
- message GuildCountPartTable {
- repeated CountTableData data = 1; //对阵表数据
- }
- //MVP界面数据
- message GuildBattleDetail {
- uint64 guild_id = 1;
- int32 slot_count = 2; //坑位数量
- int32 score = 3; //积分
- }
- //MVP
- message GuildBattleMvp{
- uint64 uid = 1; //玩家ID
- string name = 2; //玩家名字
- uint64 guild_id = 3; //所属公会
- int32 score = 4; //(类型1:积分,类型2:击杀人数)
- }
- message GuildBattleRank {
- int32 score = 1; //分数
- int32 rank = 2; //排名
- uint64 guild_id = 3; //公会ID
- CommonPlayerBriefInfo info = 4; //玩家简介信息
- }
- //公会贡献点cp
- message GuildBattleCP {
- GuildBrief brief = 1; //公会简介
- int32 mem_count = 2; //成员数量
- uint32 cp_num = 3; //贡献点
- int32 rank = 4; //贡献点排名
- }
- //公会存库======结束
-
- message GMNoticeInfo {
- string notice_color = 1;
- uint32 notice_speed = 2;
- uint32 notice_count = 3;
- uint32 notice_interval = 4;
- }
- message ReconnectUserData {
- uint32 map_id = 1;
- uint32 map_level = 2;
- }
- message EquipSlotCards {
- int32 slot_id = 1;
- repeated KeyValueType card_slot_info = 2; //[key:卡槽ID,value:卡片ID]
- }
- message BattleRecordInfo {
- uint64 uid = 1; //玩家uid
- uint64 battle_record_id = 2; //战斗唯一ID
- string nick_name = 3; //玩家nickname
- int32 img_id = 4; //头像ID
- int32 gender = 5; //性別
- int32 level = 6; //等级
- int32 config_id = 7; //职业ID
- int32 fight_power = 8; //战斗力当前战斗力
- uint64 record_time = 9; //战斗时间错
- uint32 battle_time = 10; //通关用时
- int32 map_level_id = 12; //当前地图关卡
- int32 record_idx = 13;
- int32 head_frame_id = 14; //头像框ID
- int32 battle_version = 15; //战斗记录版本号(高版本覆盖低版本)
- }
- ////////////////////////宠物
- //设置援助信息(玩家自身设置的援助信息存储)
- message AssistSaveData {
- uint32 pet_id = 1;
- int32 pet_cfg_id = 2;
- uint32 adv_level = 3;
- }
- //羁绊数据结构
- message AssistData {
- uint64 owner_uid = 1; //玩家uid
- string owner_nick_name = 2; //玩家昵称
- repeated PetData pet_info_list = 3;
- }
- message PetBondPosData{
- uint64 owner_uid = 2; //0表示自己对应的宠物,不为0表示其他玩家援助的宠物
- uint32 pet_id = 3;
- uint32 advance_level = 4; //不做存储发送时使用
- int32 pet_cfg_id = 5; //宠物配置ID
- }
- message PetBondData {
- int32 bond_cfg_id = 1; //羁绊列表索引ID
- repeated PetBondPosData bond_list = 2; //设置的羁绊宠物列表
- int32 pet_bond_level = 3; //羁绊激活等级
- }
- //宠物技能
- message PetSkillData {
- int32 config_id = 1;
- int32 level = 2;
- int32 rate = 3;
- }
- message PetData {
- uint32 id = 1; //唯一ID
- int32 config_id = 2; //配置文件ID
- int32 level = 3; //等级
- uint32 advance_level = 4; //进阶等级
- repeated PetSkillData skill_list = 5; //技能列表(0位置表示默认技能)
- int32 hero_id = 6; //出阵英雄id,0表示没有出阵
- int32 param = 7; //服务器端使用
- repeated PetSlotDetailData slot_equip_list = 8; //6个坑位信息(印记(装备),宝石)
- int32 qiyue_hero_id = 9; //归属的契约英雄(放入的哪个英雄的契约槽位)
- //有可能没有(老号)
- repeated KeyValueType battle_attr_list_old = 50; //面板属性数值
- uint32 pet_fight_power = 51; //宠物战斗力
- repeated KeyValueFloat32 battle_attr_list = 52; //面板属性数值
- }
- message AssistIdxData {
- uint32 pet_id = 1;
- uint64 end_cd_time = 2;
- }
- message PetManualST {
- int32 pet_cfg_id = 1;
- uint32 adv_level = 2;
- int32 reward_state = 3;
- }
- message RushPet {
- uint32 total_score = 1; //总积分
- int32 rush_round = 2; //冲榜轮次
- int32 reward_round = 3; //保底奖励轮次
- int32 score_reward_flag = 4; //保底奖励标志
- int32 rank_reward = 5; //上次领取的奖励轮次
- }
- message RolePet {
- int32 max_pet_id = 1;
- repeated KeyValueType pet_manual_list = 2; //宠物图鉴(图鉴奖励状态) 废弃不使用
- repeated AssistIdxData assist_list = 3; //援助宠物
- repeated PetData pet_list = 4; //宠物列表
- repeated PetBondData bond_list = 5; //羁绊(只填充固定字段数据)
- repeated PetManualST pet_manual_reward_list = 6; //宠物图鉴(图鉴奖励状态) [0]表示当前进阶等级 [1]表示获奖状态
- RushPet rush_pet = 7; //宠物冲榜
- repeated PetEquipData pet_equip_list = 8; //宠物印记列表
- }
- message PetAdvAchievementData {
- int32 adv_level = 1;
- uint64 achievement_time = 2;
- uint64 uid = 3;
- }
- message CardCollection {
- uint64 uid = 1; //Uid
- int32 card_level = 2; //卡片等级
- int64 log_time = 3; //记录时间
- }
- ////////////////////////拉新(邀请码)
- message InvitationTaskData {
- uint32 task_id = 1;
- int32 progress = 2; //任务进度
- int32 rewarded_count = 3; //已经获取任务奖励次数
- int32 reward_count = 4; //当前完成任务的次数
- int32 complete_max_count = 5; //最大可完成次数
- }
- //成员贡献给导师的日志
- message InvitationLogData {
- string member_nick_name = 1; //成员昵称
- uint64 process_time = 2;
- uint32 res_val = 3; //资源数量
- }
- message InvitationMemberValData {
- uint64 uid = 1;
- int32 level = 2;
- float total_recharge = 3;
- int32 res_val = 4; //初心值
- bool state = 5; //是否已经被导师删除(true表示已经被删除)
- }
- message RoleInvitation {
- int32 click_num = 1; //拍一拍剩余次数
- uint64 self_invitation_number = 2; //自己的邀请码
- uint64 master_uid = 3; //导师uid
- uint64 master_end_time = 4; //要写邀请码成功学员的CD时间
- repeated uint64 click_member_list = 5; //当前已经拍一拍的成员列表
- repeated InvitationTaskData task_list = 6; //任务列表
- repeated InvitationMemberValData member_uid_list = 7;
- repeated InvitationLogData log_list = 8; //贡献日志(保存最近50条)
- repeated uint64 click_replay_master_list = 9; //拍一拍回应操作
- }
- ////////////////////////抽卡
- message DrawData {
- int32 draw_type = 1; //抽取类型://1:宠物抽卡, 2:卡片抽卡,
- int32 draw_times = 2; //抽取次数
- }
- message RoleDraw {
- repeated DrawData draw_system = 1; //抽取功能
- //历史抽卡次数
- int32 card_draw_total_num = 2;
- int32 pet_draw_total_num = 3;
- int32 skill_equip_draw_total_num = 4;
- }
- //卢恩商品
- message RuneGoods{
- int32 goods_id = 1; //商店ID
- int32 buy_num = 2; //购买数量
- int32 history_buy = 3; //历史购买数量
- int64 end_time = 4; //结束时间//月卡结束时间
- int64 next_reward_time = 5; //下一次领奖时
- }
- //卢恩商店
- message RuneShop {
- int32 shop_id = 1; //商店ID(例如:Rune_Shop_Type_MonthCard)
- int32 sub_shop_id = 2; //商店子类型(例如:Rune_BagShop_Type_Day)
- repeated RuneGoods goods_info = 3; //商品信息
- int64 next_refresh = 4; //下次刷新时间(日,周,月)
- }
- message RuneExplore {
- int32 curLvl = 1; // 等级
- int32 totalExp = 2; // 总经验
- int32 missionExp = 3; // 活跃度经验
- bool bUnlock = 4; // 解锁
- bool fullMaxAward = 5; // 满级领奖
- repeated KeyValueType state = 6; // 奖励状态
- int32 alreadyRune = 7; // 已经结算奖励的关卡
- }
- message RuneBaseData {
- int32 reset_version = 1; //礼包商店,金币页签的重置标记
- bool month_card_modify = 2; //月卡结束时间修正
- int32 used_credit_recharge = 3; // 充值钱包的每日已经使用额度
- int32 max_credit_recharge = 4; // 充值钱包的每日上限额度(例如默认是500)
- bool credit_recharge_limit = 5; // 充值钱包额度无上限(true 表示无上限)
- RuneSpecialPrivilegeData privilege_data = 6; // 特权卡商店
- bool is_pass_check = 7; // RO通行证(true购买,false未购买)
- }
- // 特权卡商店
- message RuneSpecialPrivilegeData {
- int32 special_id = 1; // 特权卡配置ID
- uint64 reward_time = 2; // 当前已经领取的时间戳(0表示可领取,非0表示已经领取)
- }
- // 卢恩商会
- message RoleRune {
- repeated RuneShop shop_list = 1; //商店列表
- RuneExplore rune_explore = 2;
- RuneBaseData rune_base = 3; //卢恩商店基础数据
- }
- message RushRankTop3{
- string name = 1; //名字
- int32 data = 2; //爬塔:层数,英灵殿:积分, 推图:推图积分
- int32 rank = 3; //排名
- }
- message RushActivityData {
- int32 rush_type = 1; //冲榜类型
- bool in_rush = 2; //是否在冲榜活动
- uint64 next_rush = 3; //下次冲榜开始时间
- int32 stage = 4; //当前冲榜阶段 1:冲榜阶段,2:领奖阶段
- uint64 stage_end = 5; //当前阶段结束时间
- int32 rush_count = 6; //活动次数
- }
- ////////////////////////百人道场
- //type
- //=1占领空白领地
- //=2自身击败机器人守卫占领领地的信息
- //=3自身试图占领他人领地的战斗信息
- //=4他人试图占领我方领地的战斗信息
- //=5自身占领领地达到x小时时显示为
- message DaoChang100Log {
- int32 type = 1; //
- uint64 record_time = 2; //记录时间
- bool state = 3; //true成功
- int32 pos_idx = 4; //占位idx
- string target_player_name = 5;
- string target_guild_name = 6;
- uint64 target_player_uid = 7;
- uint32 reward_time = 8; //占位时间
- }
- //占位奖励处理(玩家对应数据)
- message DaoChang100PosRewardData {
- int32 pos_idx = 1; //位置
- uint64 reward_start_time = 2; //奖励开始时间
- uint64 reward_end_time = 3; //奖励结束时间(主动切换 被动切换时修改该时间)
- }
- //占位信息
- message DaoChang100PosIdxData {
- int32 pos_idx = 1;
- uint64 owner_start_time = 2; //占位开始时间
- uint64 owner_end_time = 3; //占位结束时间
- uint64 owner_protect_end_time = 4; //占位保护结束时间
- CommonPlayerBriefInfo owner_brief = 5; //占位玩家
- int32 owner_robot_id = 6; //机器人则该id不为0
- uint64 fight_end_time = 7; //占位状态 (战斗结束时间)
- uint64 guild_id = 8; //公会ID
- string guild_name = 9; //公会名称
- uint64 refresh_time = 10; //服务器使用
- }
- message WheelRewardItemInfo {
- int32 item_idx = 1; //奖励位置
- int32 item_id = 2;
- int32 item_num = 3;
- int32 reward_type = 4; //1nomal 2mini 3mvp(大奖)
- bool has_reward = 5; //是否已经被获取奖励
- }
- message WheelLogData {
- uint64 log_time = 1;
- string nick_name = 2;
- uint64 uid = 3;
- repeated KeyValueType item_list = 4;
- }
- message RoleDaoChang100 {
- int32 challenge_count = 1; //剩余挑战次数
- int32 challenge_buy_count = 2; //购买剩余挑战次数
- int32 buy_count = 3; //当前购买累计次数
- uint64 base_reward_time = 4; //基础收益开始时间(功能解锁后该字段开始生效),客户端宝箱个数显示使用该时间4; //基础收益开始时间(功能解锁后该字段开始生效),客户端宝箱个数显示使用该时间
- bool log_state = 5; //领地记录变化
- uint64 last_attack_uid = 6; //最后一个攻击自己的其他玩家uid
- string tips_desc = 7; //口号设置
- //道场转盘
- repeated WheelRewardItemInfo wheel_reward_item_list = 10; //奖励物品
- bool wheel_open = 11; //是否开启本轮,false表示关闭
- int32 wheel_refresh_num = 12; //每轮的第几次刷新
- int32 template_idx = 13; //模板id
- int32 wheel_num = 14; //抽取次数
- int32 wheel_idx = 15; //最后一次抽奖停留的位置(全部获取奖励该数值为0)
- }
- message RoleCheatChat {
- repeated uint64 target_id = 1;
- uint64 chat_msg_crc32 = 2;//聊天hashcode
- }
- message RoleStatistic {
- repeated KeyValueType cheat_data = 1;//作弊类型基数
- }
- message KeepSake {
- int32 keep_sake_id = 1; //信物ID
- int32 keep_sake_level = 2; //信物LEVEL
- }
- message RoleKeepSake {
- repeated KeepSake keep_sake = 1; //信物数据
- repeated KeyValueType material = 2; //材料
- }
- message KeepSakeCollection {
- uint64 uid = 1; //Uid
- int64 log_time = 3; //记录时间
- }
- //宠物冲榜信息
- message RushInfo {
- int32 pet_config_id = 1; //宠物configid
- int32 pet_score = 2; //宠物积分
- int32 pet_level = 3; //宠物等级
- int32 total_skill_level = 4; //总技能等级
- int32 quality_score = 5; //品质分数
- int32 level_score = 6; //等级积分
- int32 skill_score = 7; //技能分数
- }
- message RushPetInfo {
- repeated RushInfo info = 1; //宠物数据
- }
- message RushPetData {
- int32 rank = 1; //排名档次
- int32 total_score = 2; //总积分
- string name = 3; //名字
- RushPetInfo pet_info = 4; //宠物数据
- }
- ////////////////////////跨服数据
- message RoleCross {
- RoleYuanHangTrial yuanhangtrial = 1; //远航试炼
- RoleCrossTopTower crosstoptower = 2; //巅峰爬塔
- }
- ////远航试炼
- message RoleYuanHangTrial {
- int32 challenge_num = 1; //当前玩家发起挑战其他玩家的胜利次数(前几次是奖励次数)
- int32 trial_num = 2; //当前已经发起远航试炼次数
- int32 refresh_trial_type = 3; //当前刷新的远航试炼品质
- YuanHangTrialData trial_data = 4; //远航试炼数据(当前或者上一次)
- repeated YuanHangTrialLogData log_list = 5; //挑战被挑战日志记录
- int32 trial_score = 6;
- int32 buy_num = 7; //当前玩家购买挑战次数
- double buy_consume = 8 ;//价格
- int32 buy_type = 9 ;//货币类型
- }
- message YuanHangTrialData {
- uint64 uid = 1;
- int32 zone = 2;
- int32 trial_type = 3; //远航试炼类型(1,2,3,4,5...)
- uint64 end_time_stamp = 4; //本次远航试炼结束时间
- bool reward_state = 5; //是否已经领取过奖励
- uint64 dirty_stamp = 6; //变更时的时间
- int32 be_challenge_num = 7; //被挑战次数
- repeated uint64 be_challenge_uid_list = 8; //挑战该飞艇成功的玩家uid(每个玩家只能成功打劫一次)
- int32 from_real_zone = 9; //來自对应的真实区服
- int32 duration_time = 10; //持续时间(s)
- int32 line_num = 11; //所在赛道
- }
- //type
- //1 你被xxx挑战,失去xxx奖励
- //2 你对xx发起了抢夺,获得了xxx奖励
- //3 你对xx发起了抢夺,但是自己无法获取到奖励
- message YuanHangTrialLogData {
- int32 type = 1;
- uint64 record_time = 2;
- bool state = 3; //true成功
- string target_player_name = 4;
- uint64 target_player_uid = 5;
- int32 target_player_zone = 6;
- int32 trial_type = 7; //当前被攻击的船品质类型
- repeated KeyValueType item_list = 8; //获取/失去的奖励列表
- }
- message CommonRankInfo {
- int32 rank = 1;
- CommonPlayerBriefInfo brief_info = 2;
- int32 score = 3; //当前积分
- }
- //巅峰爬塔
- message RoleCrossTopTower {
- uint64 valid_end_time = 1; //该数据过期结束时间,用来判断是否可以挑战
- repeated TopTowerFightRoleInfo fight_list = 2; //
- }
- message TopTowerFightRoleInfo {
- int32 idx = 1; //[1-10]
- FightRoleInfo fight_info = 2;
- bool reward_state = 3; //是否获胜领取了奖励
- }
- //AOI服务器线路状态
- message ServerStateInfo {
- int32 id = 1; //服务器ID(一个id对应1-10个线,暂定)
- string sid = 2;
- repeated StateDetailDesc state_list = 3;
- int32 max_line_num = 4; //每台服务器最大aoi线路数
- int32 max_space_entity_num = 5; //每条线路最大的玩家数量
- }
- message StateDetailDesc {
- int32 line = 2; //线路编号(1线,2线)
- int32 cur_num = 3; //当前线路在线人数
- }
- ////////////////////////
- message RoleRush {
- RushSkill rush_skill = 1; //技能冲榜
- }
- message RushSkill {
- uint32 total_score = 1; //总积分
- int32 rush_round = 2; //冲榜轮次
- int32 reward_round = 3; //保底奖励轮次
- int32 score_reward_flag = 4; //保底奖励标志
- int32 rank_reward = 5; //上次领取的奖励轮次
- }
- message HeadData{
- int32 head_id = 1; // 称号id
- int32 state = 2; // 当前称号状态 未达成 未激活 佩戴 卸下
- int64 end_time = 3;
- TaskData task_data = 4;
- }
- message RoleHead {
- repeated HeadData heads = 1; //称号任务数据
- }
- message RoleWish {
- repeated WishSlot slots = 1; //称号任务数据
- }
- // 许愿槽位信息
- message WishSlot {
- serverproto.KeyValueType item = 1; // 许愿物品
- int32 src_item =2; // 原物品Id
- int64 end_time = 3;
- bool isOpen = 4;
- bool isLucky = 5; // 是否暴击
- }
- ////////////////////////
- // bt服务器功能结构
- message RoleBT {
- BTBoliData boli_data = 1;
- BTBaseData base_data = 2;
- }
- // bt波利商城
- message BTBoliData {
- int32 level = 1;
- repeated KeyValueType day_reward_list = 2; // 当前选择的特权礼包
- repeated BuyInfo buy_info_list = 3; // 购买商品信息
- uint64 reward_time = 4; // 领取奖励时间(领取就设置)
- uint64 show_time_stamp = 5; // 该系统显示时间戳
- }
- //bt基础数据
- message BTBaseData {
- //bt超值首充
- uint64 first_recharge_time = 1; //解锁后该字段>0,非解锁<=0
- uint32 first_recharge_reward_state = 2; //首充礼包档位奖励获取状态(位处理)
- //bt百元大礼包
- uint64 recharge100_time = 3; //充值解锁百元大礼包的时间戳
- int32 recharge100_reward_day = 4; //可领取哪几天的奖励(1表示可领取第一天奖励,2表示可领取前两天奖励)
- int32 recharge100_reward_state = 5; //已经领取到那一天的奖励(1表示第一天已经领取,2表示领取了1-2天的奖励)
- }
- message Role {
- uint64 id = 1; //玩家id
- RoleBase role_base = 2; //玩家基础信息
- RoleHero role_hero = 3; //玩家伙伴信息
- RoleBag role_bag = 4; //背包
- RoleEquip role_equip = 5; //装备
- RoleChip role_chip = 6; //英雄碎片
- RoleMap role_map = 7; //地图相关信息
- RoleCard role_card = 9; //卡片系统
- RoleFashion role_fashion = 10; //时装
- RoleBattle role_battle = 11; //战斗相关数据
- RoleTask role_task = 12; //任务系统
- RoleChat role_chat = 13; //聊天处理
- RoleRed role_red = 14; //玩家小红点数据
- RoleMail role_mail = 15; //邮件
- RoleCompetition role_competition = 16; //赛季玩法
- RoleShop role_shop = 17; //商店
- RoleActivity role_activity = 18; //活动
- RoleTower role_tower = 19; //爬塔
- RoleGuild role_guild = 20; //公会信息
- RoleDraw role_draw = 21; //抽取系统
- RoleRune role_rune = 22; //卢恩商店
- RoleDaoChang100 role_daochang100 = 23; //百人道场
- RoleStatistic role_statistic = 24; //统计数据
- RoleKeepSake role_keep_sake = 25; //信物
- RoleCross role_cross = 26; //跨服数据(远航试炼)
- RoleRush role_rush = 27;
- RoleSkillEquip role_skill_equip = 28; //神器
- RoleHead role_head = 29; // 称号数据
- RoleWish role_wish = 30; // 许愿宝箱
- RoleBT role_bt = 31; // bt服务
- RoleBattle role_hard_battle = 32; //困难战斗相关数据
- }
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