17 KiB
17 KiB
项目
玩家数据
// 玩家资产
message ResPlayerAsset{
int32 dwUin = 1;
int32 energy = 2;
int32 star = 3;
int32 recover_time = 4;
int32 diamond = 5;
int32 level = 6;
int32 exp = 7;
}
// 存储客户端信息
message ReqKv{
int32 key = 1;
string value = 2;
}
message ResKv{
map<int32, string> kv = 1;
}
棋盘交互
同步逻辑: 每次更新棋盘信息时将玩家操作也一起发送,校验棋子的数量和类型以及能量的消耗是否一致。操作逻辑使用消息队列,每隔一段时间进行同步,服务端根据操作操作队列更新棋子池,客户端同步数据时会校验地图上的棋子和池子中棋子的种类和个数一致,否则无法更新地图信息
需要同步的情况
- 登录时校验棋子种类和数量,以服务端数据为准
- 获得新棋子
- 能量消耗少于上限
- 出售棋子
- 购买棋子
- 订单完成时
- 获得新棋子
不需要额外调用ADD的接口:ReqChessEx,ReqGetChessFromBuff, ReqTakeChessOutBag
不需要额外调用REMOVE的接口:ReqPutChessInBag
enum HANDLE_TYPE {
ADD = 0; //增加棋子
COMPOSE = 1; //合成棋子
BUY = 2; //购买棋子
SELL = 3; //出售棋子
REMOVE = 4; //移除棋子
}
enum RES_CODE {
FAIL = 0;
SUCCESS = 1;
}
message ChessHandle{
HANDLE_TYPE type = 1; //操作类型
int32 Emit = 2; //发射器id
int32 ChessId = 3; //棋子id
int32 Id = 4; //排序id
}
message UpdatePlayerChessData{
int32 dwUin = 1;
map<string, int32> mChessData = 2;
repeated ChessHandle handleList = 3; //操作列表
}
message ResUpdatePlayerChessData{
RES_CODE code = 1;
string msg = 2;
}
///响应棋盘数据
message ResPlayerChessData{
int32 dwUin = 1;
map<string, int32> mChessData = 2;
repeated int32 ChessList = 3;
repeated int32 ChessBuff = 4;
map<string, int32> mChessData = 5;
}
message ResPlayerChessInfo{
repeated int32 ChessList = 1;
repeated int32 ChessBuff = 2;
ChessBag ChessBag = 3;
}
// 棋子转换 用于气泡和宝箱解锁
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<string, int32> mChessData = 5;
}
message ResChessEx{
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;
}
// 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;
}
设置能量发射倍数
// 设置
message ReqSetEnergyMul{
int32 EnergyMul = 1; //能量倍数(1,2,3)
}
// 返回
message ResSetEnergyMul{
RES_CODE ResultCode = 1;
string Msg = 2;
}
// 基础信息
message BaseInfo {
int32 EenegyMul = 1;
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
}
//体力商店购买体力
message ReqBuyEnergy{
int32 Energy = 1; // 购买体力
}
message ResBuyEnergy{
RES_CODE ResultCode = 1;
string Msg = 2;
}
图鉴
领取图鉴奖励
message ReqGetHandbookReward {
int32 ChessId = 1; //棋子id
}
message ResGetHandbookReward{
RES_CODE Code = 1;
string Msg = 2;
}
message HandbookInfo {
int32 ChessId = 1;
int32 Status = 2; //图鉴领取状态 0 未领取 1已领取
}
message Handbook {
repeated HandbookInfo Handbooks = 1; //图鉴列表 不在列表中未解锁
}
装饰
message ReqDecorate{
int32 AreaId = 1; // 区域id
int32 DecorateId = 2; //装饰唯一id
}
message ResDecorate{
RES_CODE Code = 1;
string Msg = 2;
}
message ResDecorateInfo {
int32 AreaId = 1; // 区域id
repeated int32 mFinishList = 2; //当前区域已完成装饰id
}
订单
message ReqRewardOrder{
int32 OrderId = 1;
}
message ResRewardOrder{
RES_CODE Code = 1;
string Msg = 2;
}
message Order{
int32 Id = 1; // 订单id 自增唯一
repeated int32 ChessId = 2; //订单所需棋子
int32 type = 3; // 订单类型 (1普通,2额外 3超级 4预热)
}
message ResOrderList{
repeated Order OrderList = 1;
}
gm命令
message ReqGmCommand{
string Command = 1; //gm指令
string args = 2;
}
// GM Command
// additem 2 1000 : additem 道具id 道具数量
// zeroUpdate 0点更新
// pay 1 : pay ChargeId 充值
// subitem 2 1000 : 扣除道具
// reset_order : 重置订单
// add_card_star 1 : 增加卡牌兑换星星
// addexp 1 : 增加玩家经验
// setlv 1 : 设置玩家等级
// setSevenLoginActive 1 : 设置七天登录进度
// resetCardReq : 重置卡牌请求
卡牌收集类
卡牌交换
卡牌交换一天可以请求交换五次,请求24小时到期
- A向B发送交换卡牌请求,扣除A的卡牌,扣除发送次数
- B 拒绝,A重新加上自己卡牌,增加A的发送次数
- B 接收,可以选择需要带的卡牌,扣除B的卡牌
- A 拒绝,A和B都加上自己的卡牌
- A 接受,A和B都加上对方的卡牌
message Card {
int32 Id = 1;
int32 Count = 2;
}
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; //剩余兑换次数
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 int32 ReqUid = 9; // 今日已请求的Uid
repeated int32 ExUid = 10; // 今日已置换的Uid
}
// 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{
int32 Uid = 1;
int32 CardId = 2;
}
message ResCardGive{
RES_CODE Code = 1;
string Msg = 2;
}
// 同意请求卡牌
message ReqAgreeCardGive{
int32 Uid = 1;
}
message ResAgreeCardGive{
RES_CODE Code = 1;
string Msg = 2;
}
// 拒绝请求卡牌
message ReqRefuseCardGive{
int32 Uid = 1;
}
message ResRefuseCardGive{
RES_CODE Code = 1;
string Msg = 2;
}
message ReqCardExchange{
int32 Uid = 1;
int32 CardId = 2;
int32 Type = 3; // 0 白送 1 交换
}
message ResCardExchange{
RES_CODE Code = 1;
string Msg = 2;
}
// 选择交换的卡牌
message ReqSelectCardExchange{
int32 Uid = 1;
int32 CardId = 2;
}
message ResSelectCardExchange{
RES_CODE Code = 1;
string Msg = 2;
}
// 同意卡牌交换
message ReqAgreeCardExchange{
int32 Uid = 1;
}
message ResAgreeCardExchange{
RES_CODE Code = 1;
string Msg = 2;
}
// 拒绝卡牌交换
message ReqRefuseCardExchange{
int32 Uid = 1;
}
message ResRefuseCardExchange{
RES_CODE Code = 1;
string Msg = 2;
}
引导
// 领取引导奖励
message ReqGuideReward{
int32 Id = 1; //奖励id
}
message ResGuideReward{
RES_CODE Code = 1;
string Msg = 2;
}
message ResGuildInfo{
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;
}
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
}
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;
}
头像
message ResFaceInfo{
repeated int32 FaceList = 1; // 头像列表
int32 CurFace = 2; // 设置的头像
}
// 设置头像
message ReqSetFace{
int32 Face = 1;
}
message ResSetFace{
RES_CODE Code = 1;
string Msg = 2;
}
头像框
message ResAvatarInfo{
repeated AvatarInfo AvatarList = 1; // 头像框列表
int32 CurAvatar = 2; // 设置的头像
}
message AvatarInfo{
int32 Id = 1;
int64 EndTime = 2;
}
// 设置头像框
message ReqSetAvatar{
int32 Avatar = 1;
}
message ResSetAvatar{
RES_CODE Code = 1;
string Msg = 2;
}
七日签到
// 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;
}
限时事件
// 限时事件
message ReqLimitEvent{}
message ResLimitEvent{
map<int32, LimitEvent> LimitEventList = 1;
}
message ResLimitEventProgress{
int32 Progress = 2; //进度
map<int32, int32> ProgressReward = 3; //奖励 可以选择的奖励 Id =》 RewardId
}
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
}
message ReqLimitEventReward{ // 领取限时事件奖励
int32 Id = 1;
}
message ResLimitEventReward{
RES_CODE Code = 1;
string Msg = 2;
}
// 连技快手奖励
message ReqFastProduceReward{
int32 Energy = 1;
}
message ResFastProduceReward{
RES_CODE Code = 1;
string Msg = 2;
}
事件类型
const (
EVENT_TYPE_HIGH_ROLLER = 1 // high roller
EVENT_TYPE_SUPER_EMIT = 2 // 超级发射器
EVENT_TYPE_METEOR_SHOW = 3 // 流星雨
EVENT_TYPE_CHEST_RAIN = 4 // 宝箱雨
EVENT_TYPE_SUPER_ORDER = 5 // 超级订单
EVENT_TYPE_SENCE_DASH = 6 // 场景冲刺
EVENT_TYPE_CARD_FESTIVAL = 7 // 卡牌节
EVENT_TYPE_GOLDCARD_EX = 8 // 金卡交换
EVENT_TYPE_PET_THIEF = 9 // 宠物小偷
EVENT_TYPE_FAST_PRODUCE = 10 // 连击快手
)
好友
// 好友
// 搜索好友
message ReqSearchPlayer{
int32 Uid = 1;
}
message ResSearchPlayer{
RES_CODE Code = 1;
string Msg = 2;
}
// 好友推荐
message ReqFriendRecommend{}
// 好友推荐
message ResFriendRecommend{
repeated ResPlayerSimple List = 1;
}
// 隐藏
message ReqFriendIgnore{
int32 Uid = 1;
}
message ResFriendIgnore{
RES_CODE Code = 1;
string Msg = 2;
}
// 好友基础信息
message ResPlayerSimple{
int32 Uid = 1;
string Name = 2;
int32 Face = 3;
int32 Avatar = 4;
int32 Level = 5;
}
// 好友日志
message ResFriendLog{
int32 Uid = 1;
string Name = 2;
int32 Face = 3;
int32 Avatar = 4;
int32 Level = 5;
int32 Type =6;
int32 Time = 7;
}
// 好友卡牌申请
message ResFriendCard{
int32 Uid = 1;
string Name = 2;
int32 Face = 3;
int32 Avatar = 4;
int32 Level = 5;
int32 Type =6;
int32 Time = 7;
int32 CardId = 8;
}
// 好友基础信息
message ResFriendList{
repeated ResPlayerSimple FriendList = 1;
repeated ResPlayerSimple ApplyList = 2;
repeated ResFriendCard MsgList = 3;
}
message ResFriendLogList{
repeated ResFriendLog Log = 1;
}
// 申请好友
message ReqApplyFriend{
int32 Uid = 1;
}
message ResApplyFriend{
RES_CODE Code = 1;
string Msg = 2;
}
// 同意申请
message ReqAgreeFriend{
int32 Uid = 1;
}
message ResAgreeFriend{
RES_CODE Code = 1;
string Msg = 2;
}
// 拒绝申请
message ReqRefuseFriend{
int32 Uid = 1;
}
message ResRefuseFriend{
RES_CODE Code = 1;
string Msg = 2;
}
// 删除好友
message ReqDeleteFriend{
int32 Uid = 1;
}
message ResDeleteFriend{
RES_CODE Code = 1;
string Msg = 2;
}
邮件
// 邮件列表
message ReqMailList{}
message ResMailList{
map<int32, MailInfo> MailList = 1;
}
message MailInfo{
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
}
// 读邮件
message ReqReadMail{
int32 Id = 1;
}
message ResReadMail{
RES_CODE Code = 1;
string Msg = 2;
}
// 领取邮件
message ReqGetMailReward{
int32 Id = 1;
}
message ResGetMailReward{
RES_CODE Code = 1;
string Msg = 2;
}
// 删除邮件
message ReqDeleteMail{
int32 Id = 1;
}
message ResDeleteMail{
RES_CODE Code = 1;
string Msg = 2;
}
充值礼包
// 充值
测试充值
GM "pay 1" // pay ChargeId
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
}
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
}
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;
}
// 刷新棋子商店
message ReqRefreshChessShop{}
message ResRefreshChessShop{
RES_CODE Code = 1;
string Msg = 2;
}
// 请求无尽礼包数据
message ReqEndless{}
message ResEndless{
int32 Id = 1; // 当前解锁的id
map<int32, ResEndlessInfo> EndlessList = 2; // 礼包列表 id自增
}
message ResEndlessInfo{
int32 ChargeId = 1; // 充值id
int32 Type = 2; // 礼包类型 1 AD礼包 2 充值礼包 3 免费礼包
repeated ItemInfo Items = 3; // 礼包道具
}
// 领取免费和AD礼包
message ReqEndlessReward{}
message ResEndlessReward{
RES_CODE Code = 1;
string Msg = 2;
}
小猪存钱罐
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;
}
锦标赛
message ReqChampship{}
message ResChampship{
int32 Score = 1; // 获得的总积分
int32 Reward = 2; // 当前已领取的档次
int32 EndTime = 3; // 结束时间
}
message ReqChampshipReward{}
message ResChampshipReward{
RES_CODE Code = 1;
string Msg = 2;
}
活动类
玩家日志
支付订单处理
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;
}