syntax = "proto3"; package tutorial; option go_package ="../msg"; // 指定RPC文件生成路径地址 enum ITEM_POP_LABEL { // item弹窗标签 Playroom = 0; PiggyBank = 1; Charge = 2; Endless = 3; LevUpReward = 4; HandleChess = 5; HandbookReward = 6; OrderReward = 7; DecorateCost = 8; DecorateAdd = 9; BuyChessBagGrid = 10; ChessEx = 11; CardCollectReward = 12; ExStarReward = 13; AllCollectReward = 14; GuideReward = 15; DailyTaskReward = 16; DailyWeekReward = 17; BuyEnergy = 18; SevenLoginRewardLabel = 19; MonthLoginReward = 20; FastProduceReward = 21; LimitSenceReward = 22; MailReward = 23; FreeShop = 24; ChessShop = 25; RefreshChessShop = 26; EndlessReward = 27; PiggyBankReward = 28; ChampshipReward = 29; LimitEventReward = 30; ChampshipRankReward = 31; invite = 32; SelectLimitEvent = 33; MiningTake = 34; MiningReward = 35; GuessColor = 36; GuessColorReward = 37; RaceReward = 38; PlayroomGame = 39; PlayroomDraw = 40; PlayroomChip = 41; PlayroomFlip = 42; FriendtreasureFilp = 43; // 宠物宝藏翻牌 FriendtreasureEnd = 44; GM = 45; Friendtreasure = 46; CardHandbookReward = 47; // 卡牌图鉴奖励 } enum HANDLE_TYPE { ADD = 0; COMPOSE = 1; BUY = 2; SELL = 3; REMOVE = 4; } enum RES_CODE { FAIL = 0; SUCCESS = 1; } enum ITEM_TYPE { ENERGY = 0; STAR = 1; DIAMOND = 2; } message ClientReq{ //客户都请求数据 string func = 1; // serverMode/functionID string cid = 2; bytes info = 3; string sessionId = 4; string gatewayId = 5; string userId = 6; string userBase = 7; } message ReqOfflineReconnect{ int64 dwUin = 1; } message ResOfflineReconnect{ int64 dwUin = 1; int32 Result = 2; } message ReqBindFacebookAccount{ int64 dwUin = 1; string BindAccountId = 2; } message ResBindFacebookAccount{ int64 dwUin = 1; string BindAccountId = 2; int32 ResultCode = 3; } ////请求强制绑定已绑过其他设备的fb并且不同步数据 message ReqOnlyBindFacebook{ int64 dwUin = 1; string BindAccountId = 2; } message ResOnlyBindFacebook{ int64 dwUin = 1; string BindAccountId = 2; int32 ResultCode = 3; } ////请求接触绑定 message ReqUnBindFacebook{ int64 dwUin = 1; string BindAccountId = 2; } message ResUnBindFacebook{ int32 ResultCode = 1; string BindAccountId = 2; } ////请求强制绑定已绑过其他设备的fb并且同步数据 message ReqSynGameData{ int64 dwUin = 1; string NewFBId = 2; } message ResSynGameData{ int64 dwUin = 1; int32 ResultCode = 2; } message ForceKickOut{ } message ResServerVersion{ int32 Version = 1; } message ResChessColorData{ map mChessColorData = 1; } message ClientRes{ //客户都请求数据返回 和主动推送 string func = 1; string cid = 2; bytes info = 3; } ////请求注册账号 message ReqRegisterAccount{ string UserName = 1; string UserPwd = 2; int32 dwUin = 3; } ////响应注册账号 message ResRegisterAccount{ int32 ResultCode = 1; } ////请求登录 message ReqLogin{ string UserName = 1; string UserPwd = 2; } ////响应登录 message ResLogin{ int32 ResultCode = 1; int64 dwUin = 2; string UserName = 3; string FaceBookId = 4; } ///请求玩家基本信息(玩家登入成功后,第一条请求信息) message ReqPlayerBaseInfo{ int64 dwUin = 1; } //响应基本信息 message ResPlayerBaseInfo{ int64 dwUin = 1; int32 energy = 2; int32 star = 3; int32 recover_time = 4; int32 diamond = 5; int32 level = 6; int32 exp = 7; string start_order_id = 8; int32 music_code = 9; int32 guild = 10; int32 pack_unlock_count = 11; int32 last_play_time = 12; int32 EnergyBuyCount = 13; string user_name = 14; int32 login_time = 15; int32 logout_time = 16; int32 todayolinetime = 17; int32 rolecreatetime = 18; int32 EmitOrderCnt = 19; int32 NoAd = 20; int32 ChampshipsGroupID = 21; int32 LastChampGroupID = 22; string FaceBookId = 23; } // 玩家资产 message ResPlayerAsset{ int64 dwUin = 1; int32 energy = 2; int32 star = 3; int32 recover_time = 4; int32 diamond = 5; int32 level = 6; int32 exp = 7; int32 Login = 8; int32 Logout = 9; } //客户端向服务器请求更新基本信息条目(没有响应) message UpdateBaseItemInfo{ int64 dwUin = 1; map mUpdateItem = 2; } message NotifyRenewBuyEnergyCnt{ int64 dwUin = 1; int32 CurCnt = 2; } ///请求移除广告 message ReqRemoveAd { int64 dwUin = 1; } ////响应移除广告 message ResRemoveAd { int32 ResultCode = 1; } //服务器向客户端通知间隔增长的体力 message NotifyAddEnergy{ int64 dwUin = 1; int32 addCnt = 2; } ///请求服务器时间 message ReqServerTime { int64 dwUin = 1; } ////响应服务器时间 message ResServerTime { int32 ServerTime = 1; } /////////////请求棋盘数据 message ReqPlayerChessData{ int64 dwUin = 1; } ///响应棋盘数据 message ResPlayerChessData{ int64 dwUin = 1; map mChessData = 2; repeated int32 ChessList = 3; repeated int32 ChessBuff = 4; } message ResPlayerChessInfo{ repeated int32 ChessList = 1; repeated int32 ChessBuff = 2; ChessBag ChessBag = 3; repeated string RetireEmit = 4; repeated int32 Honor = 5; } // 棋盘操作队列 message ChessHandle{ HANDLE_TYPE type = 1; int32 Emit = 2; int32 ChessId = 3; int32 Id = 4; repeated int32 ActType = 5; // 活动类型 } /////同步棋盘数据 message UpdatePlayerChessData{ int64 dwUin = 1; map mChessData = 2; repeated ChessHandle mChessHandle = 3; } message ResUpdatePlayerChessData{ RES_CODE code = 1; string msg = 2; } // 从缓存中获取棋子 message ReqGetChessFromBuff{ int32 ChessId = 1; map mChessData = 2; } message ResGetChessFromBuff{ RES_CODE code = 1; string msg = 2; } // 棋子转换 message ReqChessEx{ int32 OldChessId = 1; int32 NewChessId = 2; int32 CostDia = 3; int32 Type = 4; //1 气泡 2 宝箱解锁 3 快捷购买 map mChessData = 5; } message ResChessEx{ RES_CODE code = 1; string msg = 2; } // playroom 打工离线 message ReqPlayroomOutline{ int32 OldChessId = 1; int32 NewChessId = 2; int32 CostDia = 3; int32 Type = 4; //1 气泡 2 宝箱解锁 3 快捷购买 4 打工离线 map mChessData = 5; } message ResPlayroomOutline{ RES_CODE code = 1; string msg = 2; } // 棋盘背包 message ChessBag{ repeated ChessBagGrid ChessBagGrids = 1; //已解锁棋盘背包格子 int32 ChessBuyCnt = 2; //已购买棋盘格子数 int32 ChessFreeCnt = 3; //剩余免费解锁次数 } message ChessBagGrid{ int32 Id = 1; //格子ID int32 ChessId = 2; //棋子ID int32 EmitId = 3; //发射器ID } // 放置棋子进背包 message ReqPutChessInBag{ int32 ChessId = 1; int32 BagId = 2; int32 EmitId = 3; //发射器ID map mChessData = 4; } message ResPutChessInBag{ RES_CODE code = 1; string msg = 2; } // 从背包取出棋子 message ReqTakeChessOutBag{ int32 BagId = 1; map mChessData = 2; } message ResTakeChessOutBag{ RES_CODE code = 1; string msg = 2; } // 购买棋盘格子 message ReqBuyChessBagGrid{ } message ResBuyChessBagGrid{ RES_CODE code = 1; string msg = 2; } ///请求玩家身份信息 message ReqPlayerProfileData{ int64 dwUin = 1; } message ResPlayerProfileData{ int64 dwUin = 1; int32 ImageFrame = 2; int32 ImageIcon = 3; int32 DecorateCnt = 4; string NickName = 5; string PicURL = 6; string UnlockFrame = 7; string UnlockIcon = 8; int32 ActiveTime = 9; } ///请求玩家身份信息 message ReqPlayerBriefProfileData{ int64 dwUin = 1; } message ResPlayerBriefProfileData{ int64 dwUin = 1; int32 ImageFrame = 2; int32 ImageIcon = 3; int32 DecorateCnt = 4; string NickName = 5; string PicURL = 6; int32 ActiveTime = 7; } //******************NEW VERSION***************** // 设置能量倍数 message ReqSetEnergyMul{ int32 EnergyMul = 1; } message ResSetEnergyMul{ RES_CODE ResultCode = 1; string Msg = 2; } message BaseInfo { int32 EnergyMul = 1; // 能量倍数 bool IsFirstBuy = 2; // 是否已第一次购买体力商店 int32 EnergyBuy = 3; // 今日体力商店购买次数 } message ReqUserInfo{} message UserInfo { int64 Uid = 1; string Nickname = 2; int32 Avatar = 3; int32 Face = 4; int32 DecorateCnt = 5; repeated AvatarInfo AvatarList = 6; repeated FaceInfo FaceList = 7; int32 Login = 8; // 登录 string PetName = 9; //宠物名字 } // 设置昵称 message ReqSetName { string Name = 1; } message ResSetName { RES_CODE ResultCode = 1; string Msg = 2; } // 设置宠物名字 message ReqSetPetName { string Name = 1; } message ResSetPetName { RES_CODE ResultCode = 1; string Msg = 2; } // 购买能量 message ReqBuyEnergy{ int32 Energy = 1; // 购买体力 } message ResBuyEnergy{ RES_CODE Code = 1; string Msg = 2; } message ReqGetHandbookReward { int32 ChessId = 1; } message HandbookInfo { int32 ChessId = 1; int32 Status = 2; } message Handbook { repeated HandbookInfo Handbooks = 1; } message ResGetHandbookReward{ RES_CODE Code = 1; string Msg = 2; } message ReqRewardOrder{ int32 OrderId = 1; map mChessData = 2; } message ResRewardOrder{ RES_CODE Code = 1; string Msg = 2; } message Order{ int32 Id = 1; repeated int32 ChessId = 2; int32 type = 3; } message ResOrderList{ repeated Order OrderList = 1; } // 装饰信息 message ResDecorateInfo { int32 AreaId = 1; repeated int32 mFinishList = 2; } // 请求装饰基础信息 message ReqDecorate{ int32 AreaId = 1; int32 DecorateId = 2; } message ResDecorate{ RES_CODE Code = 1; string Msg = 2; } // 一键装饰 message ReqDecorateAll{ } message ResDecorateAll{ RES_CODE Code = 1; string Msg = 2; } // 请求Gm命令 message ReqGmCommand{ string Command = 1; string args = 2; } //--------------卡牌------------ message Card { int32 Id = 1; int32 Count = 2; } message ReqCardInfo{} message ResCardInfo{ repeated Card CardList = 1; // 卡牌列表 int32 ExStar = 2; // 额外星级 int32 Status = 3; // 全收集奖励0:未领取 1:已领取 repeated int32 CollectId = 4; // 已领取的收集奖励 int32 ExTimes = 5; //剩余交换次数 int32 ReqTimes = 6; //剩余请求次数 map AllCard = 7; // 万能卡牌 int32 EndTime = 8; //周期结束时间 repeated int64 ReqUid = 9; // 今日已请求的Uid repeated int64 ExUid = 10; // 今日已置换的Uid int32 GoldTimes = 11; //剩余金卡交换次数 int32 Round = 12; // 轮次 map Handbook = 13; // 图鉴 CardId => Status 1:已解锁 2:已领取 } message ResNotifyCardTimes{ int32 ExTimes = 1; //剩余兑换次数 int32 ReqTimes = 2; //剩余请求次数 repeated int64 ReqUid = 3; // 今日已请求的Uid repeated int64 ExUid = 4; // 今日已置换的Uid int32 GoldTimes = 5; //剩余金卡交换次数 } // 领取卡牌图鉴奖励 message ReqCardHandbookReward{ int32 CardId = 1; } message ResCardHandbookReward{ RES_CODE Code = 1; string Msg = 2; int32 CardId = 3; } // 万能卡兑换 message ReqMasterCard{ int32 Id = 1; // 万能卡id 6 普通 7 金卡 int32 CardId = 2; // 兑换的卡id } message ResMasterCard{ RES_CODE Code = 1; string Msg = 2; int32 MasterId = 3; int32 CardId = 4; } // 领取卡牌系列收集奖励 message ReqCardCollectReward{ int32 Color = 1; } message ResCardCollectReward{ RES_CODE Code = 1; string Msg = 2; } // 兑换收集星星奖励 message ReqExStarReward{ int32 Id = 1; } message ResExStarReward{ RES_CODE Code = 1; string Msg = 2; } // 领取全收集奖励 message ReqAllCollectReward{ } message ResAllCollectReward{ RES_CODE Code = 1; string Msg = 2; } // 请求赠送卡片 message ReqCardGive{ repeated int64 Uid = 1; int32 CardId = 2; } message ResCardGive{ RES_CODE Code = 1; string Msg = 2; } // 同意请求卡牌 message ReqAgreeCardGive{ string Id = 1; // Id } message ResAgreeCardGive{ RES_CODE Code = 1; string Msg = 2; string Id = 3; } // 拒绝请求卡牌 message ReqRefuseCardGive{ string Id = 1; // Id } message ResRefuseCardGive{ RES_CODE Code = 1; string Msg = 2; string Id = 3; } // 直接赠送卡牌 message ReqCardSend{ int64 Uid = 1; int32 CardId = 2; } message ResCardSend{ RES_CODE Code = 1; string Msg = 2; } // 请求卡牌交换 message ReqCardExchange{ int64 Uid = 1; int32 CardId = 2; } message ResCardExchange{ RES_CODE Code = 1; string Msg = 2; } // 选择交换的卡牌 message ReqSelectCardExchange{ string Id = 1; int32 CardId = 2; } message ResSelectCardExchange{ RES_CODE Code = 1; string Msg = 2; string Id = 3; } // 同意卡牌交换 message ReqAgreeCardExchange{ string Id = 1; } message ResAgreeCardExchange{ RES_CODE Code = 1; string Msg = 2; string Id = 3; } // 拒绝选择卡牌进行交换 message ReqRefuseCardSelect{ string Id = 1; } message ResRefuseCardSelect{ RES_CODE Code = 1; string Msg = 2; string Id = 3; } // 拒绝卡牌交换 message ReqRefuseCardExchange{ string Id = 1; } message ResRefuseCardExchange{ RES_CODE Code = 1; string Msg = 2; string Id = 3; } // 领取卡牌 message ReqGetFriendCard{ string Id = 1; } message ResGetFriendCard{ RES_CODE Code = 1; string Msg = 2; string Id = 3; int32 CardId = 4; } // 获取可以交换的金卡 message ReqGetGoldCard{} message ResGetGoldCard{ int32 Four = 1; // 四星金卡 int32 Five = 2; // 五星金卡 } // 领取引导奖励 message ReqGuideReward{ int32 Id = 1; } message ResGuideReward{ RES_CODE Code = 1; string Msg = 2; } message ResGuildInfo{ map Reward = 1; } // 弹窗 message ResItemPop{ int32 Id = 1; repeated ItemInfo Items = 2; // 道具 repeated CardPack CardPacks = 3; // 卡包 string Lable = 4; // 标签 } message ItemInfo{ int32 Id = 1; int32 Num = 2; } message CardPack{ int32 Id = 1; // 卡包id repeated int32 Card = 2; } //日常任务 message ResDailyTask{ map WeekReward = 1; //周奖励 map DailyTask = 2; //任务进度 int32 Active = 3; //活跃度 int32 DayEnd = 4; // 日结束时间戳 int32 WeekEnd = 5; //周结束时间戳 } message DailyWeek{ repeated ItemInfo Items = 1; //奖励 bool Status = 2; //状态 0:未领取 1:已领取 int32 NeedActive = 3; //需要的活跃度 } message DailyTask{ int32 Status = 1; //状态 0:未完成, 1已完成 2已领取 bool UnLock = 2; //是否解锁 0:未解锁 1:已解锁 QuestProgress Progress = 3; //任务进度 repeated ItemInfo Items = 4; //奖励 } message QuestProgress{ string Label = 1; //任务标签 int32 Num = 2; //当前进度 int32 Target = 3; //目标 bool Status = 4; //状态 0:未完成, 1已完成 int32 Param = 5; //参数 } // 领取日常任务奖励 message ReqGetDailyTaskReward{ int32 Id = 1; } message ResGetDailyTaskReward{ RES_CODE Code = 1; string Msg = 2; } // 领取日常周奖励 message ReqGetDailyWeekReward{ int32 Id = 1; } message ResGetDailyWeekReward{ RES_CODE Code = 1; string Msg = 2; } message ReqDailyUnlock{} message ResDailyUnlock{ RES_CODE Code = 1; string Msg = 2; } // 头像 message ResFaceInfo{ repeated FaceInfo FaceList = 1; int32 SetId = 2; } message FaceInfo{ int32 Id = 1; int64 EndTime = 2; } message ReqSetFace{ int32 Face = 1; } message ResSetFace{ RES_CODE Code = 1; string Msg = 2; } // 头像框 message ResAvatarInfo{ repeated AvatarInfo AvatarList = 1; int32 SetId = 2; } message AvatarInfo{ int32 Id = 1; int64 EndTime = 2; } message ReqSetAvatar{ int32 Avatar = 1; } message ResSetAvatar{ RES_CODE Code = 1; string Msg = 2; } // 七日签到 message ResSevenLogin{ repeated SevenLoginReward WeekReward = 1; //周奖励 repeated SevenLoginReward MonthReward = 2; //月奖励 int32 Active = 3; //活跃度 bool IsBack = 4; //是否召回 } message SevenLoginReward{ repeated ItemInfo Item1 = 1; //奖励1 repeated ItemInfo Item2 = 2; //奖励2 repeated ItemInfo Item3 = 3; //奖励3 int32 Status = 4; //状态 0:未领取 1:可领取 2:已领取 int32 Id = 5; //id } // 领取周奖励 message ReqGetSevenLoginReward{ int32 Id = 1; } message ResGetSevenLoginReward{ RES_CODE Code = 1; string Msg = 2; } // 领取月奖励 message ReqGetMonthLoginReward{ int32 Id = 1; } message ResGetMonthLoginReward{ RES_CODE Code = 1; string Msg = 2; } // 活动 message ResActivity{ repeated ActivityInfo ActiveList = 1; } message ActivityInfo{ int32 Id = 1; //id int32 Type = 2; //类型 int32 StartTime = 3; //开始时间 int32 EndTime = 4; //结束时间 int32 Status = 5; //状态 0:未开始 1:进行中 2:已结束 string Title = 6; //标题 int32 Red = 7; //红点 } // 限时事件 message ReqLimitEvent{} message ResLimitEvent{ map LimitEventList = 1; } message ResLimitEventProgress{ int32 ProgressMax = 1; //最大进度 int32 Progress = 2; //进度 map ProgressReward = 3; //奖励 可以选择的奖励 Id =》 RewardId } message ReqLimitEventReward{ // 领取限时事件奖励 int32 Id = 1; } message ResLimitEventReward{ RES_CODE Code = 1; string Msg = 2; } message ReqSelectLimitEvent{ int32 Id = 1; } message ResSelectLimitEvent{ RES_CODE Code = 1; string Msg = 2; } message LimitEvent { int32 EndTime = 1; //结束时间 int32 Cd = 2; //cd } message LimitEventNotify { int32 Id = 1; // 限时事件类型 int32 Type = 2; // 0 开始 1 结束 int32 EndTime = 3; //结束时间 int32 Cd = 4; //cd } message ReqLimitSenceReward{} message ResLimitSenceReward{ RES_CODE Code = 1; string Msg = 2; } message ResChessRainReward{ int32 Chest = 1; // 宝箱id } // 连技快手奖励 message ReqFastProduceReward{ int32 Energy = 1; } message ResFastProduceReward{ RES_CODE Code = 1; string Msg = 2; } // 好友 // 搜索好友 message ReqSearchPlayer{ string Uid = 1; } message ResSearchPlayer{ int32 Code = 1; repeated ResPlayerSimple List = 2; } message ResPlayerSimple{ int64 Uid = 1; string Name = 2; int32 Face = 3; int32 Avatar = 4; int32 Level = 5; int32 Decorate = 6; int32 login = 7; int32 loginout = 8; string Facebook = 9; } message ResPlayerRank{ int64 Uid = 1; string Name = 2; int32 Face = 3; int32 Avatar = 4; int32 Level = 5; float score = 6; } message ResFriendLog{ ResPlayerSimple Player = 1; int32 Type = 2; int32 Time = 3; string Param = 4; int32 Id = 5; } message NotifyFriendLog{ ResFriendLog info = 1; } message NotifyFriendCard{ ResFriendCard Info = 1; } message ResFriendCard{ int64 Uid = 1; string Name = 2; int32 Face = 3; int32 Avatar = 4; int32 Level = 5; int32 Type = 6; int32 Time = 7; int32 CardId = 8; int32 ExCardId = 9; int32 Status = 10; string Id = 11; } message ReqKv{ int32 key = 1; string value = 2; } message ResKv{ map kv = 1; } // 好友推荐 message ReqFriendRecommend{} message ResFriendRecommend{ repeated ResPlayerSimple List = 1; } // 隐藏 message ReqFriendIgnore{ int64 Uid = 1; } message ResFriendIgnore{ RES_CODE Code = 1; string Msg = 2; } // 好友基础信息 message ReqFriendList{} message ResFriendList{ repeated ResPlayerSimple FriendList = 1; } // 好友申请列表 message ReqFriendApply{} message ResFriendApply{ repeated ResFriendApplyInfo ApplyList = 1; } message ResFriendApplyInfo{ ResPlayerSimple Player = 1; int32 Time = 2; } // 好友卡牌交换列表 message ReqFriendCardMsg{} message ResFriendCardMsg{ repeated ResFriendCard MsgList = 1; } // 好友时间线 message ReqFriendTimeLine{} message ResFriendTimeLine{ repeated ResFriendLog Log = 1; } message ResFriendApplyNotify{ ResPlayerSimple Player = 1; int32 Type = 2; // 1:申请 2:同意 3:拒绝 4:删除 int32 Time = 3; } // 申请好友 message ReqApplyFriend{ int64 Uid = 1; } message ResApplyFriend{ RES_CODE Code = 1; string Msg = 2; } // 同意申请 message ReqAgreeFriend{ int64 Uid = 1; } message ResAgreeFriend{ RES_CODE Code = 1; string Msg = 2; int64 Uid = 3; ResPlayerSimple Player = 4; } // 拒绝申请 message ReqRefuseFriend{ int64 Uid = 1; } message ResRefuseFriend{ RES_CODE Code = 1; string Msg = 2; int64 Uid = 3; } // 删除好友 message ReqDelFriend{ int64 Uid = 1; } message ResDelFriend{ RES_CODE Code = 1; string Msg = 2; int64 Uid = 3; } // 玩家榜单 message ReqRank{ int32 Type = 1; // 1:玩家榜单 2:全球榜单 } message ResRank{ int32 Type = 1; // 榜单类型 map RankList = 2; // 榜单数据 int32 MyRank = 3; // 我的排行 float MyScore = 4; //我的积分 } // 邮件列表 message ReqMailList{} message ResMailList{ map MailList = 1; } message MailInfo{ int32 Id = 1; // 邮件id string Title = 2; // 标题 string Content = 3; // 内容 int32 Time = 4; // 时间 int32 Status = 5; // 0 未读 1 已读 2 已领取 3 已删除 repeated ItemInfo Items = 6; // 奖励 } message MailNotify { MailInfo Info = 1; } // 读邮件 message ReqReadMail{ int32 Id = 1; } message ResReadMail{ RES_CODE Code = 1; string Msg = 2; int32 Id = 3; } // 领取邮件 message ReqGetMailReward{ int32 Id = 1; } message ResGetMailReward{ RES_CODE Code = 1; string Msg = 2; int32 Id = 3; } // 删除邮件 message ReqDeleteMail{ int32 Id = 1; } message ResDeleteMail{ RES_CODE Code = 1; string Msg = 2; int32 Id = 3; } // 充值 message ResCharge{ float Charge = 1; // 总充值金额 int32 Total = 2; // 总充值次数 repeated int32 First = 3; //已首充档次 map SpecialShop = 4; // 特惠礼包 int32 FreeShop = 5; // 已领取免费礼包档次 map ChessShop = 6; // 棋子商店 map Gift = 7; // 礼包 礼包id =》 礼包数量 bool Ad = 8; // 是否有广告礼包 } message ResSpecialShop { int32 Grade = 1; //挡位 int32 Count = 2; //剩余购买次数 } message ResChessShop { int32 Diamond = 1; // 需要花费钻石 int32 Count = 2; // 剩余购买数量 int32 ChessId = 3; // 棋子id } message ReqFreeShop{} // 领取免费奖励 message ResFreeShop{ RES_CODE Code = 1; string Msg = 2; } // 商店购买棋子 message ReqBuyChessShop{ int32 Id = 1; } message ResBuyChessShop{ RES_CODE Code = 1; string Msg = 2; } // 商店购买棋子 message ReqBuyChessShop2{ int32 Id = 1; map mChessData = 2; } message ResBuyChessShop2{ RES_CODE Code = 1; string Msg = 2; } // 刷新棋子商店 message ReqRefreshChessShop{} message ResRefreshChessShop{ RES_CODE Code = 1; string Msg = 2; } message ReqEndless{} message ResEndless{ int32 Id = 1; map EndlessList = 2; } message ResEndlessInfo{ int32 ChargeId = 1; int32 Type = 2; repeated ItemInfo Items = 3; } message ReqEndlessReward{ } message ResEndlessReward{ RES_CODE Code = 1; string Msg = 2; } message ResPiggyBank{ int32 Type = 1; // 存钱罐类型 1:充值 2:广告 int32 Diamond = 2; // 存钱罐中的钻石 int32 Count = 3; // 剩余可以触发的次数 int32 EndTime = 4; // 结束时间 当前存钱罐结束时间 } message ReqPiggyBankReward{} // 领取猪猪银行奖励 message ResPiggyBankReward{ RES_CODE Code = 1; string Msg = 2; } message ReqCreateOrderSn{ int32 ChargeId = 1; string PlatForm = 2; // 平台标识 测试用test string channel = 3; // 支付渠道标识 测试用test } message ResCreateOrderSn{ string OrderSn = 1; // 订单号 } message ReqShippingOrder{ string OrderSn = 1; // 订单号 string PayOrderSn = 2; // 支付订单号 int32 Status = 3; // 1 成功 2 失败 } message ResShippingOrder{ RES_CODE Code = 1; string Msg = 2; } message ReqChampship{} message ResChampship{ int32 Score = 1; int32 Reward = 2; int32 EndTime = 3; int32 Period = 4; int32 Rank = 5; int32 RankReward = 6; int32 Status = 7; } message ReqChampshipReward{} message ResChampshipReward{ RES_CODE Code = 1; string Msg = 2; } message ReqChampshipRankReward{} message ResChampshipRankReward{ RES_CODE Code = 1; string Msg = 2; } message ReqChampshipRank{} message ResChampshipRank{ map RankList = 1; // 榜单数据 int32 MyRank = 2; // 我的排行 float MyScore = 3; //我的积分 } message ReqChampshipPreRank{} message ResChampshipPreRank{ map RankList = 1; // 榜单数据 int32 MyRank = 2; // 我的排行 float MyScore = 3; //我的积分 } message ResNotifyCard{ map Card = 1; // 卡牌 map Master = 2; // 万能卡牌 int32 ExStar = 3; // 额外星星 map Handbook = 4; // 图鉴 } message ReqSetFacebookUrl{ string Url = 1; } message ResSetFacebookUrl{ RES_CODE Code = 1; string Msg = 2; } // 邀请facebook好友 message ReqInviteFriendData{ int64 dwUin = 1; } message ResInviteFriendData{ repeated int32 IdLists = 1; int32 GetIndex = 2; } message ReqSelfInvited{ int32 InviterId = 1; } message ResSelfInvited{ int32 ResultCode = 1; } message NotifyInvitedSuccess{ int32 ResultCode = 1; repeated int32 IdLists = 2; } message ReqGetInviteReward{ int32 GetIndex = 1; } message ResGetInviteReward{ int32 ResultCode = 1; } ///请求自动添加facebook好友 message ReqAutoAddInviteFriend{ int32 id = 1; } message ResAutoAddInviteFriend{ int32 ResultCode = 1; } // 挖矿活动 message ReqMining{} message ResMining{ int32 Id = 1; // 活动id int32 Status = 2; // 0 未开始 1 进行中 2 已结束 int32 EndTime = 3; // 结束时间 int32 Template = 4; // 模板 int32 Pass = 5; // 关卡 repeated int32 Gem = 6; // 宝石 map Map = 7; // 地图 int32 Mining = 8; // 本关挖矿次数 } message ReqMiningTake{ map Map = 1; // 地图 int32 Gem = 2; // 解锁的宝石 } message ResMiningTake{ RES_CODE Code = 1; string Msg = 2; } message ReqMiningReward{} message ResMiningReward{ RES_CODE Code = 1; string Msg = 2; } message ResActRed{ map Red = 1; // 活动红点 } // 活动红点通知 message NotifyActRed{ int32 Id = 1; int32 Red = 2; } // 活动更新通知 message ActivityNotify { ActivityInfo Info = 1; } message ResItem{ map Item = 1; } message ItemNotify{ map Item = 1; // 道具id =》 变化的数量 } //猜颜色 message ReqGuessColor{} message ResGuessColor{ int32 Id = 1; // 活动id int32 Status = 2; // 0 未开始 1 进行中 2 已结束 int32 EndTime = 3; // 结束时间 int32 Template = 4; // 模板 int32 Pass = 5; // 关卡 repeated int32 Color = 6; // 剩余的颜色 repeated int32 Pos = 7; // 已猜中的颜色 位置从左到右 从1开始 opponent Opponent = 8; // 对手 } message opponent{ string Name = 2; int32 Face = 3; int32 Avatar = 4; int32 Progress = 5; } message ReqGuessColorTake{ map Map = 1; // 颜色 pos => color } message ResGuessColorTake{ RES_CODE Code = 1; string Msg = 2; } message ReqGuessColorReward{} message ResGuessColorReward{ RES_CODE Code = 1; string Msg = 2; } message ReqRace{} message ResRace{ int32 Id = 1; // 活动id int32 Status = 2; // 0 未开始 1 进行中 2 已结束 int32 EndTime = 3; // 结束时间 int32 Template = 4; // 模板 int32 Pass = 5; // 关卡 int32 GameStartTime = 6; // 游戏开始时间 int32 GameEndTime = 7; // 游戏结束时间 int32 Progress = 8; // 进度 repeated raceopponent Opponent = 9; // 对手 } message raceopponent{ int32 Id = 1; int32 Image = 2; int32 Progress = 3; } message ReqRaceStart{} message ResRaceStart{ RES_CODE Code = 1; string Msg = 2; } message ReqRaceReward{} message ResRaceReward{ RES_CODE Code = 1; string Msg = 2; } //--------------------------【playroom】-------------------------- message ReqPlayroom{} // 请求我的空间信息 message ResPlayroom{ int32 status = 1; // 状态 repeated ItemInfo Items = 2; // 触发式订单奖励 repeated RoomOpponent Opponent = 3; // 对手 repeated FriendRoom Friend = 4; // 好友 map Playroom = 5; // 空间装饰 位置 =》 装饰id repeated int32 collect = 6; // 已解锁的装饰 map Mood = 7; // 心情 <位置, 心情> repeated ItemInfo LoseItem = 8; // 损失的道具 int32 StartTime = 9; // 开始时间 int32 WorkStatus = 10; // 1 工作中 2 休息中 int32 AllMood = 11; // 总心情 int32 Chip = 12; // 碎片 int32 WorkOutline = 13;// 离线打工状态 0 未离线 1 已离线 } message ReqPlayroomWrokOutline{} // 处理离线打工 message ResPlayroomWrokOutline{ RES_CODE Code = 1; string Msg = 2; } message NofiPlayroomStatus{ int32 WorkOutline = 1; // 状态 } message NotifyPlayroomWork{ int32 StartTime = 1; // 开始时间 int32 WorkStatus = 2; // 1 工作中 2 休息中 } message NotifyPlayroomLose{ repeated ItemInfo LoseItem = 1; // 损失的道具 int32 Chip = 2;// 碎片 } message NotifyPlayroomMood{ int32 AllMood = 1; // 总心情 map Mood = 2; // 心情 <位置, 心情> } message FriendRoom{ int64 Uid = 1; string Name = 2; int32 Face = 3; int32 Avatar = 4; int32 Times = 5; // 以你为目标的次数 } message RoomOpponent{ int64 Uid = 1; string Name = 2; int32 Face = 3; int32 Avatar = 4; int32 LastTime = 5; // 上次被攻击时间 } // 请求拜访空间信息 message ReqPlayroomInfo{ int64 Uid = 1; } message ResPlayroomInfo{ int64 Uid = 1; string name = 2; int32 Face = 3; int32 Avatar = 4; map Playroom = 5; // 空间装饰 位置 =》 装饰id int32 GameId = 6; // 游戏id map Items = 7; // 游戏奖励 int32 Status = 8; // 状态 0 未开始 1 选择奖励 2 已结束 bool defense = 9; // 是否有防御 map flip = 10; // 翻牌 <位置, 牌> int32 Chip = 11; // 碎片 string PetName = 12; // 宠物名 } // 请求翻牌 message ReqPlayroomFlip{ int32 Id = 1; // 翻牌位置 } message ResPlayroomFlip{ RES_CODE Code = 1; string Msg = 2; int32 Id = 3; // 翻牌位置 int32 CardId = 4; // 卡牌id } // 领取游戏奖励 message ReqPlayroomFlipReward{} message ResPlayroomFlipReward{ RES_CODE Code = 1; string Msg = 2; } message ReqPlayroomGame{ int32 Type = 1; // 1:绿色 2:黄色 3:红色 } message ResPlayroomGame{ RES_CODE Code = 1; string Msg = 2; int32 Type = 3; map Items = 4; // 游戏奖励 } message ReqPlayroomInteract{ int32 Id = 1; // 互动类型 int32 Type = 2; // 1 消耗道具1 2 消耗道具2 } message ResPlayroomInteract{ RES_CODE Code = 1; string Msg = 2; } message ReqPlayroomSetRoom{ map Playroom = 1; // 空间装饰 位置 =》 装饰id } message ResPlayroomSetRoom{ RES_CODE Code = 1; string Msg = 2; } message ReqPlayroomSelectReward{ int32 Id = 1; // 奖励id } message ResPlayroomSelectReward{ RES_CODE Code = 1; string Msg = 2; } message ReqPlayroomLose{} message ResPlayroomLose{ RES_CODE Code = 1; string Msg = 2; } // 打工 message ReqPlayroomWork{} message ResPlayroomWork{ RES_CODE Code = 1; string Msg = 2; } // 休息 message ReqPlayroomRest{} message ResPlayroomRest{ RES_CODE Code = 1; string Msg = 2; } message ReqPlayroomDraw{} message ResPlayroomDraw{ RES_CODE Code = 1; string Msg = 2; int32 Id = 3; // 奖励Id } message ReqPlayroomChip{ int32 Num = 1; // 要消除的层数 } message ResPlayroomChip{ RES_CODE Code = 1; string Msg = 2; } // #region 宠物宝藏 message ReqFriendTreasure{} message ResFriendTreasure{ int32 Status = 1; // 0 未开始 1 进行中 2 已结束 int32 Star = 2; // 星级 int32 Shift = 3; // 当前挡位 repeated TreasureInfo List = 4; // 列表 repeated int32 List2 = 5; // } message TreasureInfo{ int32 Pos = 1; // 位置 int32 Type = 2; // 类型 int32 Face = 3; // 头像 int32 Avatar = 4; // 头像框 int64 Uid = 5; // Uid int32 Status = 6; // 0 未翻 1 已翻 string NickName = 7; // 昵称 } message ReqFriendTreasureStart{ repeated TreasureInfo List = 1; // 列表 repeated int32 List2 = 2; } message ResFriendTreasureStart{ RES_CODE Code = 1; string Msg = 2; } message ReqFriendTreasureEnd{ } message ResFriendTreasureEnd{ RES_CODE Code = 1; string Msg = 2; } message ReqFriendTreasureFilp{ int32 Pos = 1; } message ResFriendTreasureFilp{ RES_CODE Code = 1; string Msg = 2; } message ResFriendTreasureStar{ int32 Star = 1; // 星级 } message ReqKafkaLog{ string Event = 1; string Data = 2; } // -------------------后台管理------------------- message AdminReq{ string Func = 1; bytes Info = 2; } message AdminRes{ string Func = 1; bytes Info = 2; } message ReqAdminInfo{ int64 Uid = 1; } message ResAdminInfo{ string info = 1; }