docs/proto/Gameapi.proto
2025-10-31 16:38:49 +08:00

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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
LimitEventChestRain = 48; // 限时事件宝箱雨
GetEnergyByAD = 49; // 看广告获取体力
SourceChest = 50; // 开启资源宝箱
PlayroomBuyItem = 51; // playroom打工购买物品
CardSeasonFirstReward = 52; // 卡牌赛季初奖励
AllCollectRewardHB = 53; // 图鉴全收集奖励 图鉴体力补发
PlayroomShop = 54; // playroom商店
HandbookAllReward = 55; // 图鉴收集奖励
TLUpvote = 56; // 时间线点赞
Collect = 57; // 收集
ActivityGift = 58; // 活动礼包
ActivityReward = 59; // 活动奖励
CatTrickReward = 60; // 猫咪恶作剧奖励
AddWish = 61; // 心愿单奖励
GetWish = 62; // 心愿单奖励
PlayroomTask = 63; // playroom任务
PlayroomTaskReward = 64; // playroom任务奖励 大奖
PlayroomUpvote = 65; // 玩家点赞
DecorateReward = 66; // 装饰奖励
CatnipReward = 67; // 猫草大作战奖励
CatnipGrandReward = 68; // 猫草大作战大奖奖励
CatnipPlay = 69; // 猫草大作战玩法奖励
FriendTReward = 70; // 好友时间线奖励
PetTheif = 71; // 宠物小偷奖励
GuideTaskReward = 72; // 新手任务奖励
GuideActiveReward = 73; // 新手任务活跃度奖励
PassCharge = 74; // 通行证充值
ActPassReward = 75; // 通行证奖励
}
enum HANDLE_TYPE {
ADD = 0;
COMPOSE = 1;
BUY = 2;
SELL = 3;
REMOVE = 4;
}
enum RES_CODE {
FAIL = 0;
SUCCESS = 1;
Protocol_Error_Account_Exist = 100; // 账号已存在
Protocol_Error_Account_OR_PWD_ERROR = 101; // 账号或密码错误
Protocol_Error_Account_OR_PWD_Short = 102; // 账号或密码过短
Protocol_Error_Account_Fail = 103; // 账号操作失败
Protocol_Error_Account_NoExsit = 104; // 账号不存在
Protocol_Error_Account_Code_Error = 105; // 验证码错误
Protocol_Error_Account_Device_Error = 106; // 设备号错误
Protocol_Error_Id_Not_Verify = 107; // 未实名认证
Protocol_Error_Id_Verify_Error = 108; // 实名认证失败
}
enum ITEM_TYPE {
ENERGY = 0;
STAR = 1;
DIAMOND = 2;
}
//活动类型
enum ACTIVITY_TYPE {
ACTIVITY_TYPE_DEFAULT = 0;
ACT_TYPE_MINING = 1; // 挖矿
ACT_TYPE_GUESS_COLOR = 2; // 猜颜色
ACT_TYPE_RACE = 3; // 赛跑
ACT_TYPE_DISCOUNT_GIFT = 4; // 折扣礼包
ACT_TYPE_ADD_GIFT = 5; // 一加一礼包
}
enum ORDER_TYPE {
ORDER_TYPE_DEFAULT = 0;
Common_type = 1; // 普通订单
Extra_type = 2; // 额外订单
Super_type = 3; // 超级订单
Preheat_type = 4; // 预热订单
Trigger_type = 5; // 触发订单
Clean_type = 6; // 退役发射器清理订单
Clean_Order_type = 7; // 清理无法生成订单的棋子
Clean_type2 = 8; // 棋盘空格不足清理棋子的订单
COMFORT_TYPE = 9; // 安慰订单
Guide_type = 10; // 引导订单
Pet_type = 11; // 宠物订单
Preview_type = 12; // 预览订单
Fixed_type = 13; // 修复订单
Playroom_type = 14; // playroom订单
}
enum LOGIN_TYPE {
ACCOUNT_LOGIN = 0; // 账号密码登录
CODE_LOGIN = 1; // 验证码登录
DEVICE_LOGIN = 2; // 设备号登录
}
// 时间线类型
enum TIME_LINE_TYPE {
DEFAULT = 0;
LOG_TYPE_FRIEND_APPLY = 1; // 收到申请好友
LOG_TYPE_FRIEND_BECOME = 2; // 成为好友
LOG_TYPE_CARD_EX_SEND = 3; // 发起卡牌交换申请
LOG_TYPE_CARD_SEND = 4; // 赠送卡牌
LOG_TYPE_CARD_GIVE = 5; // 请求卡牌
LOG_TYPE_CARD_SELECT_GET = 6; // 选择卡牌交换
LOG_TYPE_CARD_ACCEPT_GIVE = 7; // 接受卡牌
LOG_TYPE_CARD_EX_GET = 8; // 收到卡牌交换申请
LOG_TYPE_CARD_SELECT_SEND = 9; // 选择卡牌交换
LOG_TYPE_CARD_EX_SUCCESS_1 = 10; // 卡牌交换成功
LOG_TYPE_CARD_EX_SUCCESS_2 = 11; // 卡牌交换成功
LOG_TYPE_FRIEND_DELETE = 14; // 删除好友
LOG_TYPE_PLAYROOM_VISIT = 15; // 非小猫游戏,他人偷走了玩家的猫币
LOG_TYPE_HANDBOOK = 16; // 图鉴收集
LOG_TYPE_HANDBOOK_UPVOTE = 17; // 图鉴点赞
LOG_TYPE_CHARGE_SEND = 18; // 充值赠送
LOG_TYPE_CHARGE_RECEIVED = 19; // 充值接受
LOG_TYPE_WISH = 20; // 心愿单
LOG_TYPE_FRIEND_BECOME_NPC = 21; // NPC成为好友
LOG_TYPE_PLAYROOM_UPVOTE = 22; // playroom点赞
LOG_TYPE_PLAYROOM_CHAMPSHIP = 23; // 竞标赛排名
LOG_TYPE_TREASURE = 24; // 宠物宝藏
LOG_TYPE_CARD_SEND_ACCEPT = 25; // 收到赠送卡牌
LOG_TYPE_PLAYROOM_CAT_WIN = 26; // 小猫游戏,给小猫成功装箱
LOG_TYPE_PLAYROOM_CAT_LOSE = 27; // 小猫游戏,装箱小猫未成功
LOG_TYPE_CARD_GIVE_ACCEPT = 28; // 接受卡牌请求
LOG_TYPE_FRIEND_INVITE = 29; // 邀请注册
LOG_TYPE_TREASURE_HELP = 30; // 宠物宝藏帮助
}
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<string,int32> 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;
string Code = 3; // 验证码
string Device = 4; // 设备标识
LOGIN_TYPE type = 5; // 登录方式
}
message ReqLoginCode{
string TelPhone = 1; // 手机号码
}
message ResLoginCode{
int32 ResultCode = 1; // 0 成功 其他失败
string Msg = 2; // 错误信息
string Code = 3; // 验证码 TODO 测试
}
message ReqId2Verify{
string Id = 1; // 身份证号码
string Name = 2; // 姓名
}
message ResId2Verify{
RES_CODE ResultCode = 1; // 0 成功 其他失败
string Msg = 2; // 错误信息
}
////响应登录
message ResLogin{
int32 ResultCode = 1;
int64 dwUin = 2;
string UserName = 3;
string FaceBookId = 4;
string Msg = 5; // 错误信息
}
message ReqChangePassword{
string UserName = 1;
string OldPwd = 2; // -1表示不校验旧密码
string NewPwd = 3;
}
message ResChangePassword{
int32 ResultCode = 1;
}
///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;
int32 register_time = 24;
}
message ReqPlayerAsset{}
// 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;
int32 PExp = 10; // 玩家经验
int32 LoginDay = 11; // 登录天数
}
//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<int32, int32> 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<string, int32> 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;
PartBag PartBag = 6; // 满级零件
}
message PartBag{
repeated PartBagGrid PartBagGrids = 1; //已解锁零件背包格子
}
message PartBagGrid{
int32 PartId = 1; //零件ID
int32 Count = 2; //数量
}
message ReqPutPartInBag{
int32 ChessId = 1; //零件ID
map<string, int32> mChessData = 2;
}
message ResPutPartInBag{
RES_CODE code = 1;
string msg = 2;
}
// 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<string, int32> mChessData = 2;
repeated ChessHandle mChessHandle = 3;
}
message ResUpdatePlayerChessData{
RES_CODE code = 1;
string msg = 2;
}
// 分离器
message ReqSeparateChess{
int32 ChessId = 1;
map<string, int32> mChessData = 2;
}
message ResSeparateChess{
RES_CODE code = 1;
string msg = 2;
}
// 神奇魔术棒(升级器)
message ReqUpgradeChess{
int32 ChessId = 1;
map<string, int32> mChessData = 2;
}
message ResUpgradeChess{
RES_CODE code = 1;
string msg = 2;
}
// 从缓存中获取棋子
message ReqGetChessFromBuff{
int32 ChessId = 1;
map<string, int32> mChessData = 2;
}
message ResGetChessFromBuff{
RES_CODE code = 1;
string msg = 2;
}
enum CHESS_EX_TYPE {
CHESS_EX_NONE = 0; // 无
CHESS_EX_BUBBLE = 1; // 气泡
CHESS_EX_BOX = 2; // 宝箱解锁
CHESS_EX_QUICK_BUY = 3; // 快捷购买
CHESS_EX_EVENT = 4; // 限时事件气泡
CHESS_EX_EVENT_LITTLE_APPRENTICE = 5; // 限时事件小学徒
}
// 棋子转换
message ReqChessEx{
int32 OldChessId = 1;
int32 NewChessId = 2;
int32 CostDia = 3;
CHESS_EX_TYPE Type = 4; //1 气泡 2 宝箱解锁 3 快捷购买 4 限时事件气泡
map<string, int32> mChessData = 5;
int32 CostStar = 6; // 消耗星星
}
message ResChessEx{
RES_CODE code = 1;
string msg = 2;
}
// 开启资源宝箱
message ReqSourceChest{
int32 ChestId = 1;
map<string, int32> mChessData = 2;
}
message ResSourceChest{
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<string, int32> 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<string, int32> mChessData = 4;
}
message ResPutChessInBag{
RES_CODE code = 1;
string msg = 2;
}
// 从背包取出棋子
message ReqTakeChessOutBag{
int32 BagId = 1;
map<string, int32> 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;
map<int32, int32> SetEmoji = 11; // 已设置的头像
}
//******************NEW VERSION*****************
// 设置能量倍数
message ReqSetEnergyMul{
int32 EnergyMul = 1;
}
message ResSetEnergyMul{
RES_CODE ResultCode = 1;
string Msg = 2;
}
enum LANG_TYPE {
LANG_CN = 0; // 中文
LANG_EN = 1; // 英文
}
// 设置能量倍数
message ReqLang{
LANG_TYPE Lang = 1; // 语言 1 英文 0 中文
}
message ResLang{
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
int32 EnergyAD = 4; // 今日看广告获取体力次数
LANG_TYPE Lang = 5; // 语言 1 英文 2 中文
}
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
repeated EmojiInfo EmojiList = 10; // 表情列表
map<int32, int32> SetEmoji = 11; // 已设置的头像
string IdNum = 12; // 身份证号码
string AddCode = 13; // 邀请码
}
// 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;
}
// 看广告获取能量
message ReqGetEnergyByAD{}
message ResGetEnergyByAD{
RES_CODE Code = 1;
string Msg = 2;
}
message ReqGetHandbookReward {
int32 ChessId = 1;
}
message ResGetHandbookReward{
RES_CODE Code = 1;
string Msg = 2;
}
message HandbookInfo {
int32 ChessId = 1;
int32 Status = 2;
}
message Handbook {
repeated HandbookInfo Handbooks = 1;
repeated string Collect = 2;// 全收集奖励
}
message RegHandbookAllReward{
string Type = 1; // "棋子系列 A B C"
}
message ResHandbookAllReward{
RES_CODE Code = 1;
string Msg = 2;
}
message ReqRewardOrder{
int32 OrderId = 1;
map<string, int32> mChessData = 2;
repeated int32 ActType = 3; // 活动类型
}
message ResRewardOrder{
RES_CODE Code = 1;
string Msg = 2;
}
message ReqCreatePetOrder{}
// 删除订单
message ReqDelOrder{
int32 OrderId = 1;
}
message ResDelOrder{
RES_CODE Code = 1;
string Msg = 2;
}
// 获取出售棋子获得的星星数量
message ReqSellChessNum{
int32 ChessId = 1;
}
message ResSellChessNum{
int32 Num = 1;
}
message Order{
int32 Id = 1;
repeated int32 ChessId = 2;
int32 type = 3;
repeated ItemInfo Items = 4; // 奖励
}
message ResOrderList{
repeated Order OrderList = 1;
}
// 装饰信息
message ResDecorateInfo {
int32 AreaId = 1;
repeated int32 mFinishList = 2;
repeated int32 RewardArea = 3; // 已领取区域奖励
repeated DecoratePart Parts = 4; // 零件
}
message DecoratePart{
int32 Id = 1;
repeated ItemInfo Items = 2; // 零件
}
// 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;
}
message ReqDecorateReward{
int32 AreaId = 1;
}
message ResDecorateReward{
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<int32, int32> 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<int32, int32> Handbook = 13; // 图鉴 CardId => Status 1:已解锁 2:已领取
bool SeasonFirst = 14; // 是否已领取赛季初奖励
}
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
}
message ReqCardSeasonFirstReward{}
message ResCardSeasonFirstReward{
RES_CODE Code = 1;
string Msg = 2;
}
// 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;
int32 Emoji = 3; // 表情Id
}
message ResCardSend{
RES_CODE Code = 1;
string Msg = 2;
}
// 请求卡牌交换
message ReqCardExchange{
int64 Uid = 1;
int32 CardId = 2;
int32 Emoji = 3; // 表情Id
}
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;
int32 Emoji = 4; // 表情Id
}
// 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;
int32 Emoji = 5; // 表情Id
}
// 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 ReqGuidePlayroom{
int32 Id = 1;
}
message ResGuidePlayroom{
RES_CODE Code = 1;
string Msg = 2;
}
message ResGuildInfo{
map<int32, int32> Reward = 1;
}
message ResGuideInfo{
map<int32, int32> 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;
}
// 新手任务
message ResGuideTask{
repeated int32 ActiveReward = 1; //已领取活跃度奖励
map<int32, GuideTask> Task = 2; //任务进度
int32 Active = 3; //活跃度
int32 UnlockTime = 4; // 功能解锁时间
}
message GuideTask{
int32 Status = 1; //状态 0:未完成, 1已完成 2已领取
QuestProgress Progress = 2; //任务进度
int32 Id = 3; //任务id
}
message ReqGetGuideTaskReward{
int32 Id = 1;// 任务id
}
message ResGetGuideTaskReward{
RES_CODE Code = 1;
string Msg = 2;
int32 Id = 3;// 任务id
}
message ReqGetGuideActiveReward{
int32 Id = 1;// 进度奖励id
}
message ResGetGuideActiveReward{
RES_CODE Code = 1;
string Msg = 2;
int32 Id = 3;// 进度奖励id
}
//日常任务
message ResDailyTask{
map<int32, DailyWeek> WeekReward = 1; //周奖励
map<int32, DailyTask> 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
int32 Id = 5; //任务id
int32 Index = 6; //任务索引
}
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; // 头像id
int64 EndTime = 2; // 结束时间
int64 AddTime = 3; // 添加时间
}
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; // 头像框id
int64 EndTime = 2; // 结束时间
int64 AddTime = 3; // 添加时间
}
message ReqSetAvatar{
int32 Avatar = 1;
}
message ResSetAvatar{
RES_CODE Code = 1;
string Msg = 2;
}
// 表情 Emoji
message EmojiInfo{
int32 Id = 1; // 表情id
int64 EndTime = 2; // 结束时间
int64 AddTime = 3; // 添加时间
}
// 设置表情
message ReqSetEmoji{
int32 Id = 1; // 表情Id
int32 Type = 2; // 表情类型 Greeting = 0, Happy = 1, Taunt = 2, Fail = 3
}
message ResSetEmoji{
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
}
// 领取活动奖励
message ReqActivityReward{
int32 Id = 1; //活动id
}
message ResActivityReward{
RES_CODE Code = 1;
string Msg = 2;
}
// #region 限时事件
// 限时事件
message ReqLimitEvent{}
message ResLimitEvent{
map<int32, LimitEvent> LimitEventList = 1; //限时事件列表
}
message ResLimitEventProgress{
int32 ProgressMax = 1; //最大进度
int32 Progress = 2; //进度
map<int32, int32> 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;
}
// 限时事件参数 key值对
enum LimitEventParam{
LEP_NONE = 0; //无
CAT_TRICK_ENERGY = 1; //猫咪能量
CAT_TRICK_TYPE = 2; //猫咪类型
PAYBACK_DAY_COUNT = 3; //回收日
LUCKY_CAT_EARNINGS = 4; //幸运猫
}
message LimitEvent {
int32 EndTime = 1; //结束时间
int32 Cd = 2; //cd
float mul = 3; //倍数
int32 StartTime = 4; //开始时间
map<string, int32> Param = 5; //key 为枚举 LimitEventParam
int32 ShowTime = 6; //显示时间
}
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 ReqLimitEventLuckyCat{
int32 ChessId = 1;
map<string, int32> mChessData = 2;
}
message ResLimitEventLuckyCat{
RES_CODE Code = 1;
string Msg = 2;
}
message ReqLimitSenceReward{}
message ResLimitSenceReward{
RES_CODE Code = 1;
string Msg = 2;
}
message ResChessRainReward{
repeated ItemInfo Items = 1; //奖励道具
int32 Id = 2; // 转盘id
}
message ReqFastProduceInfo{}
message ResFastProduceInfo{
int32 Energy = 1; // 快手能量
int32 Num = 2; // 快手次数
int64 EndTime = 3; // 结束时间
}
// 连技快手奖励
message ReqFastProduceReward{
int32 Energy = 1;
}
message ResFastProduceReward{
RES_CODE Code = 1;
string Msg = 2;
int64 EndTime = 3;
int32 Num = 4;
}
message ReqCatTrickReward{}
message ResCatTrickReward{
RES_CODE Code = 1;
string Msg = 2;
bool IsClose = 3; // 是否关闭
}
// 好友
// 搜索好友
message ReqSearchPlayer{
string Uid = 1;
}
message ResSearchPlayer{
int32 Code = 1;
repeated ResPlayerSimple List = 2;
}
message ReqFriendPlayerSimple{
int64 Uid = 1;
}
message ResFriendPlayerSimple{
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;
map<int32, int32> Emoji = 10; // 表情
int64 AddTime = 11; // 添加时间
int64 Interact = 12; // 最后一次互动的时间
map<int32, int32> Playroom = 13; // 空间装饰 位置 =》 装饰id
map<int32, int32> DressSet = 14; // 服装装饰 位置 =》 服装id
repeated int32 Friend = 15; // 好友列表
ActLog Last = 16; // 最后一次动态
map<int32, int32> Physiology = 17; // 生理状态 位置 =》 状态
}
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;
map<int32, int32> Emoji = 10; // 表情
int64 AddTime = 11; // 添加时间
int64 Interact = 12; // 最后一次互动的时间
}
enum ActLogType {
ACT_LOG_TYPE_NONE = 0; // 默认
ACT_LOG_TYPE_FIRST_LOGIN = 1; // 首次登入游戏
ACT_LOG_TYPE_COMPLETE_RESTROOM = 2; // 完成休息室
ACT_LOG_TYPE_COMPLETE_RESTAURANT = 3; // 完成餐厅
ACT_LOG_TYPE_COMPLETE_BATHROOM = 4; // 完成浴室
ACT_LOG_TYPE_COMPLETE_CLOAKROOM = 5; // 完成衣帽间
ACT_LOG_TYPE_GET_NEW_AVATAR = 6; // 获得新头像
ACT_LOG_TYPE_GET_NEW_AVATAR_FRAME = 7; // 获得新头像框
ACT_LOG_TYPE_GET_NEW_EMOTION = 8; // 获得新表情
ACT_LOG_TYPE_GET_NEW_DECORATION = 9; // 获得新装饰品
ACT_LOG_TYPE_GET_NEW_COSTUME = 10; // 获得新服装
ACT_LOG_TYPE_COMPLETE_CARD_ALBUM = 11; // 完成卡册收集
ACT_LOG_TYPE_COMPLETE_ALL_CARDS = 12; // 完成全卡牌收集
ACT_LOG_TYPE_GET_CHAMPIONSHIP_RANK = 13; // 获得锦标赛名次
ACT_LOG_TYPE_GET_CHAMPIONSHIP_PRIZE = 14; // 获得锦标赛大奖
ACT_LOG_TYPE_GET_LIMITED_ACTIVITY_PRIZE = 15; // 获得限时活动大奖
ACT_LOG_TYPE_JOIN_FRIEND_COOP_ACTIVITY = 16; // 参加好友合作类活动
ACT_LOG_TYPE_GET_VISIT_GAME_PRIZE = 17; // 获得拜访小游戏大奖(翻牌)
ACT_LOG_TYPE_GET_VISIT_GAME_PRIZE_1 = 18; // 获得拜访小游戏大奖(除翻牌)
ACT_LOG_TYPE_OPEN_PET_TREASURE = 19; // 打开宠物宝藏
ACT_LOG_TYPE_VISIT_UPVOTE = 20; // 拜访时点赞
ACT_LOG_TYPE_COMPLETE_HANDBOOK_ACHIEVEMENT = 21; // 完成图鉴收集成就
ACT_LOG_TYPE_COMPLETE_CHAPTER_SCENES = 22; // 完成第X章所有场景
ACT_LOG_TYPE_LOST_USER_RETURN = 23; // 流失用户回归
}
message ActLog {
int32 Type = 1;
int64 Time = 2;
string Param = 3;
}
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;
bool Upvote = 6; // 是否点赞
}
message NotifyFriendLog{
ResFriendLog info = 1;
FriendBubbleInfo Bubble = 2; // 气泡
}
message FriendBubbleInfo{
int32 Id = 1; // 气泡id
int32 Type = 2; // 气泡类型 1:普通 2:
repeated ItemInfo Items = 3; // 奖励
}
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;
int32 Emoji = 12; // 表情Id
}
message ReqKv{
int32 key = 1;
string value = 2;
}
message ResKv{
map<int32, string> kv = 1;
}
message ReqFriendByCode{
string Code = 1; // 邀请码
}
message ResFriendByCode{
RES_CODE Code = 1;
string Msg = 2;
ResPlayerSimple Player = 3; // 玩家信息
}
// 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;
repeated int64 ReqApplyList = 3; // 已申请好友列表
repeated int32 Npc = 2; // npc列表
}
message ReqAddNpc{
int32 NpcId = 1;
}
message ResAddNpc{
RES_CODE Code = 1;
string Msg = 2;
int32 NpcId = 3;
}
// 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;
}
// 好友心愿单请求列表
message ReqWishApplyList{}
message ResWishApplyList{
repeated ResFriendApplyInfo ApplyList = 1;
}
// 同意好友心愿单请求
message ReqWishApply{
int64 Uid = 1;
}
message ResWishApply{
RES_CODE Code = 1;
string Msg = 2;
int64 Uid = 3;
}
// 好友时间线
message ReqFriendTimeLine{}
message ResFriendTimeLine{
repeated ResFriendLog Log = 1;
repeated ResFriendReply Reply = 2;
}
message ResFriendReply{
int32 Id = 1; // 回复id
int32 Type = 2; // 回复类型 1:打招呼 2被打招呼
string Param = 3; // 回复内容
int32 Status = 4; // 状态 0:未处理 1:已处理
int64 AddTime = 5; // 添加时间
int64 EndTime = 6; //
ResPlayerSimple Player = 7; // 玩家信息
}
message ReqFriendReplyHandle{
int32 LogId = 1; // 时间线id
string Param = 2; // 回复内容
}
message ResFriendReplyHandle{
RES_CODE Code = 1;
string Msg = 2;
int32 LogId = 3; // 时间线id
}
message ResFriendBubble{
repeated FriendBubbleInfo Bubble = 1; // 气泡
}
// 时间线点赞
message ReqFriendTLUpvote{
int32 Id = 1;
}
message ResFriendTLUpvote{
RES_CODE Code = 1;
string Msg = 2;
int32 Id = 3;
}
// 时间线领奖
message ReqFriendTReward{
int32 Id = 1;
}
message ResFriendTReward{
RES_CODE Code = 1;
string Msg = 2;
int32 Id = 3;
}
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;
int64 Uid = 3;
}
// 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<int32, ResPlayerSimple> 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<int32, MailInfo> 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
int32 Type = 7; //邮件类型 1普通邮件 2节日邮件 3 礼包邮件
string TitleEn = 8; // 英文标题
string ContentEn = 9; // 英文内容
string SubTitle = 10; // 子标题
string SubTitleEn = 11; // 英文子标题
}
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<int32, ResSpecialShop> SpecialShop = 4; // 特惠礼包
int32 FreeShop = 5; // 已领取免费礼包档次
map<int32, ResChessShop> ChessShop = 6; // 棋子商店
map<int32, int32> Gift = 7; // 礼包 礼包id =》 礼包数量
bool Ad = 8; // 是否有广告礼包
WishList Wish = 9; // 心愿单
float SpecialCharge = 10; // 特35天最大充值金额
int32 SpecialChargeWeek = 11; // 距离现在多少周
float TodayCharge = 12; // 今日充值金额
float MonthCharge = 13; // 本月充值金额
int64 AdEndTime = 14; // 广告礼包结束时间
map<int32, WeeklyDiscountInfo> WeeklyDiscount = 15; // 每周优惠 id -> 限购次数
int64 PetWorkRemainTime = 16; // 剩余时间
int64 WeeklyEndTime = 17; // 每周优惠结束时间
}
message LogoutPetWork{
int64 WorkTime = 1; // 工作时间
int64 RemainTime = 2; // 剩余时间
}
message WeeklyDiscountInfo{
int32 Id = 1; // 每周优惠id
int32 Count = 2; // 剩余购买次数
int32 Discount = 3; // 折扣百分比
}
message WishList {
int32 Id = 1; // 物品id
int32 Count = 2; // 心愿点数
repeated int64 Uid = 3; // 今日已发送玩家id
}
// 添加心愿单
message ReqAddWish{
int32 Id = 1; // 商店id
int32 Type = 2; // 物品类型 1 playroom商店
}
message ResAddWish{
RES_CODE Code = 1;
string Msg = 2;
}
// 领取心愿单奖励
message ReqGetWish{}
message ResGetWish{
RES_CODE Code = 1;
string Msg = 2;
}
// 发送心愿单请求
message ReqSendWishBeg{
repeated int64 Uid = 1; // 玩家id
}
message ResSendWishBeg{
RES_CODE Code = 1;
string Msg = 2;
}
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<string, int32> 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<int32, ResEndlessInfo> 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 ReqChargeReceive{
int64 Uid = 1; // 玩家id
string Content = 2; // 回复邮件内容
}
message ResChargeReceive{
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
int32 Type = 4; // 订单类型 1充值 2赠送
int64 Uid = 5; // 赠送的uid
}
message ResCreateOrderSn{
string OrderSn = 1; // 订单号
}
message ReqShippingOrder{
string OrderSn = 1; // 订单号
string ProduceId = 2; // 商品Id
string Token = 3; // token
int32 Status = 4; // 1:支付成功 2:支付失败
}
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<int32, ResPlayerRank> 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<int32, ResPlayerRank> RankList = 1; // 榜单数据
int32 MyRank = 2; // 我的排行
float MyScore = 3; //我的积分
}
message ResNotifyCard{
map<int32, int32> Card = 1; // 卡牌
map<int32, int32> Master = 2; // 万能卡牌
int32 ExStar = 3; // 额外星星
map<int32, int32> 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{
int64 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{
int64 id = 1; // uid
}
message ResAutoAddInviteFriend{
int32 ResultCode = 1;
}
message ReqAutoAddInviteFriend2{
string id = 1; // facebook id
}
message ResAutoAddInviteFriend2{
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<int32, string> Map = 7; // 地图
int32 Mining = 8; // 本关挖矿次数
}
message ReqMiningTake{
map<int32, string> 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;
}
// 活动通行证
message ReqActPass{}
message ResActPass{
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 Score = 6; // 经验
repeated int32 Reward = 7; // 奖励 已领取的奖励 Id
bool LowPass = 8; // 是否购买低级通行证
bool HighPass = 9; // 是否购买高级通行证
}
message ReqActPassReward{
}
message ResActPassReward{
RES_CODE Code = 1;
string Msg = 2;
repeated int32 RewardLevel = 3; // 已领取的奖励 Id
}
message ResActRed{
map<int32, int32> 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<int32, int32> Item = 1;
}
message ItemNotify{
map<int32, int32> 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 GuessColorInfo MapList = 6; // 我的错误历史
map<int32, int32> OMap = 7; // 对手完成进度
int32 WinTime = 8; // 赢的次数
opponent Opponent = 9; // 对手
}
message opponent{
string Name = 2;
int32 Face = 3;
int32 Avatar = 4;
int32 Progress = 5;
}
// 猜颜色
message ReqGuessColorTake{
GuessColorInfo Map = 1; // 我的错误历史
map<int32, int32> OMap = 2; // 对手完成进度
}
message GuessColorInfo{
map<int32, int32> Map = 1; // 我的错误历史
}
message ResGuessColorTake{
RES_CODE Code = 1;
string Msg = 2;
}
// 领奖
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
int32 Rank = 10; // 排名
}
message raceopponent{
int32 Id = 1;
int32 Face = 2;
int32 Avatar = 3;
string Name = 4;
int32 Progress = 5;
}
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<int32, int32> Playroom = 5; // 空间装饰 位置 =》 装饰id
repeated PlayroomCollectInfo collect = 6; // 已解锁的装饰
map<int32, int32> 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
repeated ChipInfo Chip = 12; // 碎片
int32 WorkOutline = 13;// 离线打工状态 0 未离线 1 已离线
int32 Jackpot = 14; // 每日转盘次数
map<int32, int32> Physiology = 15;
map<int32, PlayroomDress> Dress = 16; // 服装仓库 位置 =》 服装id 位置ID 1 帽子 2 眼镜 3 上衣 4 裤子 5 鞋子 6 连体 7 胡子 8 脸 9 美瞳
map<int32, int32> DressSet = 17; // 服装装饰 位置 =》 服装id
repeated PlayroomAirInfo PetAir = 18; // 宠物背包
int32 PetAirSet = 19; // 宠物背包设置
int32 Upvote = 20; // 点赞次数
int32 RoomPoint = 21; // 房间积分
repeated int32 Unlock = 22; // 解锁的房间id
repeated DailyTask DailyTask = 23; // 每日任务
repeated int32 DailyTaskReward = 24; // 任务大奖励
int32 InteractNum = 25; // 互动次数
int32 Kiss = 26; // 亲吻次数
int64 Revenge = 27; // 复仇Uid
repeated AdItem AdItem = 28; // 广告奖励信息
FriendRoom Target = 29; // 目标房间
map<int32, WeeklyDiscountInfo> WeeklyDiscount = 30; // 每周优惠 id -> 限购次数
}
message NotifyPlayroomTask{
repeated DailyTask DailyTask = 1; // 每日任务
repeated int32 DailyTaskReward = 2; // 任务大奖励
}
// 领取任务奖励
message ReqPlayroomTask{
int32 Id = 1; // 任务id
}
message ResPlayroomTask{
RES_CODE Code = 1;
string Msg = 2;
int32 Id = 3; // 任务id
}
// 领取任务大奖
message ReqPlayroomTaskReward{
int32 Type = 1; // 领奖类型 1 2
}
message ResPlayroomTaskReward{
RES_CODE Code = 1;
string Msg = 2;
int32 Id = 3; // 任务id
int32 Type = 4; // 领奖类型 1 2
}
message ReqPlayroomUnlock{
int32 Id = 1; // 房间id
}
message ResPlayroomUnlock{
RES_CODE Code = 1;
string Msg = 2;
int32 Id = 3; // 房间id
}
message ReqPlayroomUpvote{
int64 Id = 1; // 对手id
}
message ResPlayroomUpvote{
RES_CODE Code = 1;
string Msg = 2;
int64 Id = 3; // 对手id
}
message PlayroomDress{
repeated PlayroomDressInfo List = 1; // 服装仓库 位置 =》 服装id
}
message PlayroomDressInfo{
int32 Id = 1; // 服装id
int64 EndTime = 2; // 结束时间
int64 AddTime = 3; // 添加时间
string Label = 4; // 标签
}
message PlayroomAirInfo{
int32 Id = 1; // 服装id
int64 EndTime = 2; // 结束时间
int64 AddTime = 3; // 添加时间
string Label = 4; // 标签
}
message PlayroomCollectInfo{
int32 Id = 1; // 服装id
int64 EndTime = 2; // 结束时间
int64 AddTime = 3; // 添加时间
string Label = 4; // 标签
}
message ReqPlayroomDressSet{
map<int32, int32> DressSet = 1; // 服装装饰 位置 =》 服装id
}
message ResPlayroomDressSet{
RES_CODE Code = 1;
string Msg = 2;
}
message ReqPlayroomPetAirSet{
int32 PetAirSet = 1; // 宠物背包设置
}
message ResPlayroomPetAirSet{
RES_CODE Code = 1;
string Msg = 2;
}
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
repeated ChipInfo Chip = 2;// 碎片
int64 Revenge = 3; // 复仇
}
message ChipInfo {
int64 Uid = 1; // 玩家id
int32 EmojiId = 2; // 表情id
}
message NotifyPlayroomMood{
int32 AllMood = 1; // 总心情
map<int32, int32> Mood = 2; // 心情 <位置, 心情>
map<int32, int32> Physiology = 3; // 生理 <位置, 生理>
repeated AdItem AdItem = 4; // 广告奖励
}
message AdItem {
int32 Watch = 1; // 今日观看次数
int32 LastWatch = 2; // 上次观看时间
int32 ItemId = 3; // 道具id
}
message NotifyPlayroomKiss{
int32 Kiss = 1; // 亲吻次数
}
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<int32, int32> Playroom = 5; // 空间装饰 位置 =》 装饰id
int32 GameId = 6; // 游戏id
map<int32, ItemInfo> 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<int32, int32> flip = 10; // 翻牌 <位置, 牌>
int32 Chip = 11; // 碎片
string PetName = 12; // 宠物名
map<int32, int32> Emoji = 13; // 表情
bool Upvote = 14; // 是否点赞
int32 UpvoteCount = 15; // 点赞次数
map<int32, int32> DressSet = 16; // 服装装饰 位置 =》 服装id
int32 Kiss = 17; // 亲吻次数
}
// 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
}
// 引导修改playroom生理值
message ReqPlayroomGuide{
int32 Type = 1; //
}
message ResPlayroomGuide{
RES_CODE Code = 1;
string Msg = 2;
}
// 领取游戏奖励
message ReqPlayroomFlipReward{
int32 EmojiId = 1; // 表情id
}
message ResPlayroomFlipReward{
RES_CODE Code = 1;
string Msg = 2;
}
message ReqPlayroomGame{
int32 Type = 1; // 游戏结果
int32 EmojiId = 2; // 表情id
}
message ResPlayroomGame{
RES_CODE Code = 1;
string Msg = 2;
int32 Type = 3;
map<int32, ItemInfo> Items = 4; // 游戏奖励
}
// 展示游戏结果数据
message ReqPlayroomGameShowReward{
int32 Type = 1; //游戏结果
int32 SelectId = 2; // 选择id
}
message ResPlayroomGameShowReward{
repeated ItemInfo Items = 5; // 奖励道具
}
// 宠物交互
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;
int32 InteractNum = 3; // 互动次数
}
// playroom装饰
message ReqPlayroomSetRoom{
map<int32, int32> 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
int32 EmojiId = 2; // 表情id
}
message ResPlayroomSelectReward{
RES_CODE Code = 1;
string Msg = 2;
}
// 处理偷取的棋子
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;
}
// 抽奖
message ReqPlayroomDraw{}
message ResPlayroomDraw{
RES_CODE Code = 1;
string Msg = 2;
int32 Id = 3; // 奖励Id
}
// 消除 纸屑
message ReqPlayroomChip{
repeated int64 Uid = 1; // 要消除的层数
}
message ResPlayroomChip{
RES_CODE Code = 1;
string Msg = 2;
}
message ReqPlayroomBuyItem{
int32 Id = 1; // Mood Id
}
message ResPlayroomBuyItem{
RES_CODE Code = 1;
string Msg = 2;
}
// playroom商店 购买
message ReqPlayroomShop{
int32 Id = 1; // 商店id
int32 Num = 2; // 购买数量
}
message ResPlayroomShop{
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; // 今日已翻玩家列表
repeated int64 Uids = 6; // 今日已翻位置列表
}
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;
}
message ReqCollectInfo{}
message ResCollectInfo{
repeated int32 Id = 1; // [1,10,19]
repeated CollectItem Items = 2; // 领奖道具
}
message CollectItem{
int32 Id = 1; // 索引
repeated ItemInfo Items = 2; // 领奖道具
}
message ReqCollect{
int32 Id = 1; // 领奖id
}
message ResCollect{
RES_CODE Code = 1;
string Msg = 2;
}
// #region 猫草大作战
//----------------【猫草大作战】--------------
// 猫草大作战详细信息
message ReqCatnip{}
message ResCatnip{
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
repeated CatnipGame GameList = 5; // 小游戏列表
}
// 小游戏信息
message CatnipGame{
int32 Id = 1; // 猫草id
int32 Status = 2; // 0 未开始 1 进行中 2 已结束
int32 Progress = 3; // 进度
repeated int32 Reward = 4; // 已领取进度奖励列表 [100,150,200]
ResPlayerSimple Partner = 5; // 伙伴
}
// 邀请好友
message ReqCatnipInvite{
int32 Id = 1; // 猫草id
int64 Uid = 2; // 好友id
}
message ResCatnipInvite{
RES_CODE Code = 1;
string Msg = 2;
}
// 同意邀请
message ReqCatnipAgree{
int32 Id = 1; // 游戏id
int64 Uid = 2; // 好友id
}
message ResCatnipAgree{
RES_CODE Code = 1;
string Msg = 2;
}
message ReqCatnipRefuse{
int32 Id = 1; // 游戏id
int64 Uid = 2; // 好友id
}
message ResCatnipRefuse{
RES_CODE Code = 1;
string Msg = 2;
}
// 设置游戏倍数
message ReqCatnipMultiply{
int32 Id = 1; // 猫草id
int32 Multiply = 2; // 倍数
}
message ResCatnipMultiply{
RES_CODE Code = 1;
string Msg = 2;
}
// 游戏转盘
message ReqCatnipPlay{
int32 Id = 1; // 猫草id
}
message ResCatnipPlay{
RES_CODE Code = 1;
string Msg = 2;
int32 Id = 3; // 猫草id
}
// 领取阶段奖励
message ReqCatnipReward{
int32 Id = 1; // 猫草id
int32 Progress = 2; // 进度
}
message ResCatnipReward{
RES_CODE Code = 1;
string Msg = 2;
}
// 领取大奖
message ReqCatnipGrandReward{
}
message ResCatnipGrandReward{
RES_CODE Code = 1;
string Msg = 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 ReqReloadServerMail{}
message ReqServerInfo{}
message ReqReload{}
message ReqAdminGm{
int64 Uid = 1; // uid
string Command = 2; // 命令
}
message ReqAdminBan{
int64 Uid = 1; // uid
int64 Time = 2; // 禁止时间
string Reason = 3; // 禁止原因
}
message ReqAdminShipping{
string OrderSn = 1; // 订单号
int32 Status = 2; // 1:支付成功 2:支付失败
string ChannelOrderSn = 3; // 渠道订单号
}