// Merged package: Network.TCP package Network.TCP; // From: bdaction.proto message ActionPlayerStateInfo { optional int32 type = 1; optional int32 seq = 2; optional int64 ownerIndex = 3; optional Network.TCP.PlayerPosition playerPosition = 4; optional Network.TCP.PlayerVector playerVector = 5; optional Network.TCP.KnockbackInfo knockbackInfo = 6; optional float speed = 7; optional float deltaTime = 8; optional int64 sendTime = 9; optional int32 health = 10; optional int32 stamina = 11; optional int32 recoveryCount = 12; optional int32 skillId = 13; optional Network.TCP.PlayerHitInfo hitInfo = 14; repeated Network.TCP.BuffInfo buffInfos = 15; } message ActionMonsterStateInfo { optional int32 type = 1; optional int32 seq = 2; optional int32 monsterId = 3; optional int32 monsterIndex = 4; optional Network.TCP.PlayerPosition monsterPosition = 5; optional Network.TCP.PlayerVector monsterVector = 6; optional float speed = 7; optional float deltaTime = 8; optional int64 sendTime = 9; optional int32 health = 10; optional int32 rageValue = 11; optional int32 groggyValue = 12; optional int32 state = 13; optional Network.TCP.MonsterPatternInfo patternInfo = 14; optional Network.TCP.MonsterHitInfo hitInfo = 15; repeated Network.TCP.MonsterPartsInfo partsInfo = 16; repeated Network.TCP.BuffInfo buffInfos = 17; optional int32 attackSkillId = 18; } message PlayerPosition { optional float x = 1; optional float y = 2; optional float z = 3; } message PlayerVector { optional float x = 1; optional float y = 2; optional float z = 3; } message ActionUserInfo { optional int64 ownerIndex = 1; optional int32 actionCharId = 2; optional int32 clientState = 3; optional int32 networkState = 4; optional int32 networkPing = 5; optional int32 calcState = 6; } message SCActionGameStartRequest { optional Network.TCP.CommonHeader header = 1; optional int64 startTime = 2; optional int64 hostOwnerIndex = 3; repeated Network.TCP.ActionUserInfo roomUserInfo = 4; } message SCActionGameEndRequest { optional Network.TCP.CommonHeader header = 1; optional int64 endTime = 2; optional int32 state = 3; } message CSActionReconnectRequest { optional Network.TCP.CommonHeader header = 1; optional string guid = 2; } message CSActionReconnectResponse { optional Network.TCP.CommonHeader header = 1; optional string ip = 2; optional string port = 3; optional int32 clientState = 4; optional int32 roomState = 5; repeated Network.TCP.ActionPlayerStateInfo playerSyncInfo = 6; optional Network.TCP.ActionMonsterStateInfo monsterSyncInfo = 7; optional int64 hostOwnerIndex = 8; } message SCActionChangeHostRequest { optional Network.TCP.CommonHeader header = 1; optional int64 hostOwnerIndex = 2; } message CSActionRelayRequest { optional Network.TCP.CommonHeader header = 1; optional string guid = 2; optional int32 networkPing = 3; repeated Network.TCP.ActionRelayUserInfo actionRelayUserInfo = 4; optional Network.TCP.ActionMonsterStateInfo monsterSyncInfo = 5; } message SCActionStateUpdateRequest { optional Network.TCP.CommonHeader header = 1; repeated Network.TCP.ActionUserInfo actionUserInfo = 2; } message CSCheatChangeHostRequest { optional Network.TCP.CommonHeader header = 1; } message MonsterPatternInfo { optional int64 targetOwnerIndex = 1; optional int32 patternId = 2; optional float distanceToAttack = 3; } message MonsterHitInfo { optional int32 rageValue = 1; optional int32 groggyValue = 2; optional int32 targetPartsId = 3; optional int32 targetAttackType = 4; optional int32 damage = 5; optional int64 attackOwnerIndex = 6; optional Network.TCP.PlayerPosition contactPoint = 7; optional int32 displayAttackCount = 8; optional bool isCritical = 9; optional bool isWeak = 10; } message MonsterPartsInfo { optional int32 partsId = 1; optional int32 partsHealth = 2; } message PlayerHitInfo { optional int32 attackCharId = 1; optional int32 attackSkillId = 2; optional Network.TCP.PlayerPosition contactPoint = 3; } message KnockbackInfo { optional Network.TCP.PlayerVector knockbackDir = 1; optional float knockbackValue = 2; optional float knockbackSpeed = 3; optional bool isGuard = 4; } message BuffInfo { optional int32 buffId = 1; optional int32 casterCharId = 2; optional int64 startTime = 3; } message CSActionGameExitRequest { optional Network.TCP.CommonHeader header = 1; optional string guid = 2; } message CSActionGameExitResponse { optional Network.TCP.CommonHeader header = 1; optional int32 state = 2; } message SCActionGameExitRequest { optional Network.TCP.CommonHeader header = 1; optional int64 ownerIndex = 2; } message ActionRelayUserInfo { optional Network.TCP.ActionUserInfo actionUserInfo = 1; optional Network.TCP.ActionPlayerStateInfo playerSyncInfo = 2; } message CSActionUserApplicationPauseRequest { optional Network.TCP.CommonHeader header = 1; optional string guid = 2; } message CSActionUserApplicationPauseResponse { optional Network.TCP.CommonHeader header = 1; } message SCActionUserApplicationPauseRequest { optional Network.TCP.CommonHeader header = 1; optional Network.TCP.ActionUserInfo actionUserInfo = 2; } message CSActionOtherUserHitRequest { optional Network.TCP.CommonHeader header = 1; optional string guid = 2; optional int64 hitOwnerIndex = 3; } message CSActionOtherUserHitResponse { optional Network.TCP.CommonHeader header = 1; } // From: charawakedbinfo.proto message CharAwakeDBInfo { optional int32 unique_char_id = 1; optional bool is_awake = 2; optional int32 imprint_slot_1_level = 3; optional int32 imprint_slot_2_level = 4; optional int32 imprint_slot_3_level = 5; } // From: chardbinfo.proto message CharDBInfo { optional int64 inven_index = 1; optional int32 id = 2; optional int64 hp = 3; optional int32 level = 4; optional int32 costume_id = 5; optional int32 exp = 6; optional int64 use_costume = 7; optional int32 talent_level = 8; optional int32 talent_exp = 9; optional int32 solidarity_reward = 10; optional int64 expiry_time = 11; repeated Network.TCP.PictorialBookDBInfo pictorialbook_info = 12; optional int32 connect_potential_costume = 13; } message PictorialBookDBInfo { optional int32 id = 1; optional int32 group_id = 2; } // From: chat.proto message CSChatMessageRequest { optional Network.TCP.CommonHeader header = 1; optional int64 ownerIndex = 2; optional string message = 3; } message CSChatMessageResponse { optional Network.TCP.CommonHeader header = 1; } message SCChatBroadcastRequest { optional Network.TCP.CommonHeader header = 1; optional int64 ownerIndex = 2; optional string message = 3; } message SCChatBroadcastResponse { optional Network.TCP.CommonHeader header = 1; } message SCDirectMessageRequest { optional Network.TCP.CommonHeader header = 1; optional int64 ownerIndex = 2; optional Network.TCP.ECommonType type = 3; } message SCDirectMessageResponse { optional Network.TCP.CommonHeader header = 1; } // From: common.proto message CommonHeader { optional int64 now = 1; optional Network.TCP.EErrorCode code = 2; optional Network.TCP.UserInfo userInfo = 3; } message CSPingRequest { optional Network.TCP.CommonHeader header = 1; optional int32 id = 2; optional string message = 3; } message CSPingResponse { optional Network.TCP.CommonHeader header = 1; } message SCNoticeRequest { optional Network.TCP.CommonHeader header = 1; optional string notice = 2; } message SCNoticeResponse { optional Network.TCP.CommonHeader header = 1; } message CSUserInfoUpdateRequest { optional Network.TCP.CommonHeader header = 1; } message CSUserInfoUpdateResponse { optional Network.TCP.CommonHeader header = 1; } message UserInfo { optional int64 ownerIndex = 1; optional int64 guildId = 2; optional string desc = 3; optional string ownerName = 4; optional int32 portraitCostumeId = 5; optional int32 portraitCostumeDesignId = 6; } message SCConnectCloseRequest { optional Network.TCP.CommonHeader header = 1; optional Network.TCP.RemovalReason reason = 2; optional string message = 3; optional string stack = 4; } message SCConnectCloseResponse { optional Network.TCP.CommonHeader header = 1; } // From: costumedbinfo.proto message CostumeDBInfo { optional int64 inven_index = 1; optional int32 id = 2; optional int32 level = 3; optional int64 use_char = 4; repeated Network.TCP.PictorialBookDBInfo pictorialbook_info = 5; optional int32 sort_id = 6; optional int32 use_my_room_count = 7; repeated int32 potential_id = 8; optional int32 design_id = 9; } // From: ecommontype.proto enum ECommonType { NONE = 0; GUILD_JOIN_REQUEST = 1; GUILD_ACCEPT = 2; } // From: eguildmsgtype.proto enum EGuildMsgType { GUILD_MESSAGE = 0; GUILD_EMOTION = 1; GUILD_DECK = 2; GUILD_NOTIFY = 3; } enum EGuildNotifyType { GUILD_NOTIFY_JOIN = 0; GUILD_NOTIFY_LEAVE = 1; GUILD_NOTIFY_BAN = 2; GUILD_NOTIFY_ROLE_CHANGE = 3; GUILD_NOTIFY_SUPPORT_CHANGED = 4; GUILD_NOTIFY_USER_NAME_CHANGED = 5; GUILD_NOTIFY_NOTICE_INFO = 6; } enum EGuildRoll { ROLL_NONE = 0; ROLL_ADMIN = 1; ROLL_SUBADMIN = 2; ROLL_MEMBER = 3; } // From: ematchingtype.proto enum EMatchingType { EMT_NONE = 0; EMT_AUTO_MATCHING = 1; EMT_CREATE_ROOM = 2; EMT_JOIN_ROOM = 3; EMT_SINGLE = 4; } // From: enetmsg.proto enum EErrorCode { E_None = 0; E_Query = 1; E_Param = 2; E_Not_Found_Room = 3; E_Not_Found_Client = 4; E_Not_Found_Matching = 5; E_Already_Matching_Complete = 6; E_Not_Found_Matching_Room = 7; E_Cannot_Create_Room = 8; E_Not_Room_Master = 9; E_Cannot_Recover_Matching = 10; E_Matching_Room_Over_User_Count = 11; E_Wrong_Room_Matching_Type = 12; E_SERVER_DOES_NOT_EXIST = 13; E_Twice_Request_Matching = 14; E_Wrong_Game_Clear_Type = 15; } enum RemovalReason { EXPIRED = 0; CAPACITY_EXCEEDED = 1; DIRECT_REMOVAL = 2; KEY_NOT_FOUND = 3; EXCEPTION = 4; ZERO_BUFFER = 5; } enum ENetMsg { None = 0; C_S_Ping_Request = 1; C_S_Ping_Response = 2; C_S_ChatMessage_Request = 3; C_S_ChatMessage_Response = 4; C_S_DeviceInfo_Request = 5; C_S_DeviceInfo_Response = 6; S_C_Notice_Request = 7; S_C_Notice_Response = 8; S_C_ChatBroadcast_Request = 9; S_C_ChatBroadcast_Response = 10; C_S_UserInfoUpdate_Request = 11; C_S_UserInfoUpdate_Response = 12; C_S_GuildMessageLoad_Request = 13; C_S_GuildMessageLoad_Response = 14; C_S_GuildMessage_Request = 15; C_S_GuildMessage_Response = 16; S_C_GuildBroadcast_Request = 17; S_C_GuildBroadcast_Response = 18; S_C_DirectMessage_Request = 19; S_C_DirectMessage_Response = 20; S_C_ConnectClose_Request = 21; S_C_ConnectClose_Response = 22; C_S_Create_Session_Request = 23; C_S_Create_Session_Response = 24; C_S_Room_User_UDP_Request = 25; C_S_Room_User_UDP_Response = 26; C_S_Relay_UDP_Request = 27; S_C_Relay_UDP_Request = 28; S_C_Room_User_UDP_Request = 29; C_S_Relay_To_User_UDP_Request = 30; S_C_Relay_To_User_UDP_Request = 31; C_S_Stun_UDP_Request = 32; C_S_Stun_UDP_Response = 33; C_S_Nat_Update_UDP_Request = 34; C_S_Nat_Update_UDP_Response = 35; S_C_Nat_Update_UDP_Request = 36; C_S_Defense_Reconnect_Request = 37; C_S_Defense_Reconnect_Response = 38; C_S_Create_Room_Request = 39; C_S_Create_Room_Response = 40; C_S_Join_Room_Request = 41; C_S_Join_Room_Response = 42; C_S_Set_Network_State_Request = 43; C_S_Set_Network_State_Response = 44; C_S_Game_Ready_Request = 45; S_C_Game_Ready_Request = 46; S_C_Defense_Game_Start_Request = 47; C_S_Defense_State_Update_Request = 48; S_C_Defense_Player_State_Request = 49; S_C_State_Update_Request = 50; S_C_Defense_Game_End_Request = 51; C_S_Game_Exit_Request = 52; C_S_Game_Exit_Response = 53; S_C_Game_Exit_Request = 54; C_S_Create_Session_UDP_Request = 55; C_S_Create_Session_UDP_Response = 56; S_S_Game_Matching_Request = 57; S_C_Game_Matching_Request = 58; S_S_Create_Room_Request = 59; S_S_Create_Room_Response = 60; S_C_Game_Matching_Add_User_Request = 61; S_C_Game_Matching_Exit_User_Request = 62; S_C_Game_Matching_Complete_Request = 63; C_S_Game_Matching_Exit_User_Request = 64; C_S_Game_Matching_Exit_User_Response = 65; C_S_Relay_Server_Ping_Request = 66; C_S_Relay_Server_Ping_Response = 67; C_S_Relay_Server_Ping_UDP_Request = 68; C_S_Relay_Server_Ping_UDP_Response = 69; C_S_Relay_Request = 70; S_C_Relay_Request = 71; C_S_Relay_To_User_Request = 72; S_C_Relay_To_User_Request = 73; C_S_Game_Force_Start_Request = 74; C_S_Game_Force_Start_Response = 75; C_S_MiniGameDefenseMatching_Request = 76; C_S_MiniGameDefenseMatching_Response = 77; C_S_MiniGameRelayServerInfo_Request = 78; C_S_MiniGameRelayServerInfo_Response = 79; C_S_Game_Matching_Reconnect_Request = 80; C_S_Game_Matching_Reconnect_Response = 81; C_S_Mini_Game_Action_Matching_Create_Room_Request = 82; C_S_Mini_Game_Action_Matching_Create_Room_Response = 83; C_S_UDP_Verify_Request = 84; C_S_UDP_Verify_Response = 85; C_S_Mini_Game_Action_Matching_Exit_Room_Request = 87; C_S_Mini_Game_Action_Matching_Exit_Room_Response = 88; S_C_Mini_Game_Action_Matching_Exit_Room_Request = 89; C_S_Mini_Game_Action_Matching_Join_Room_Request = 90; C_S_Mini_Game_Action_Matching_Join_Room_Response = 91; S_C_Mini_Game_Action_Matching_Join_Room_Request = 92; C_S_Mini_Game_Action_Matching_Auto_Match_Request = 93; C_S_Mini_Game_Action_Matching_Auto_Match_Response = 94; C_S_Mini_Game_Action_Matching_Cancel_Auto_Match_Request = 95; C_S_Mini_Game_Action_Matching_Cancel_Auto_Match_Response = 96; C_S_Mini_Game_Action_Matching_Change_Setting_Request = 97; C_S_Mini_Game_Action_Matching_Change_Setting_Response = 98; S_C_Mini_Game_Action_Matching_Change_Setting_Request = 99; S_C_Mini_Game_Action_Matching_Start_Room_Request = 100; S_C_Mini_Game_Action_Matching_Complete_Request = 101; C_S_Mini_Game_Action_Matching_Reconnect_Request = 102; C_S_Mini_Game_Action_Matching_Reconnect_Response = 103; C_S_Mini_Game_Action_Matching_Start_Room_Request = 104; C_S_Mini_Game_Action_Matching_Start_Room_Response = 105; S_C_Action_Game_Start_Request = 106; S_C_Action_Change_Host_Request = 107; S_C_Action_Game_End_Request = 108; C_S_Action_Reconnect_Request = 109; C_S_Action_Reconnect_Response = 110; C_S_Action_Relay_Request = 111; S_C_Action_State_Update_Request = 112; C_S_Cheat_Change_Host_Request = 113; C_S_Action_Game_Exit_Request = 114; C_S_Action_Game_Exit_Response = 115; S_C_Action_Game_Exit_Request = 116; C_S_Action_User_Application_Pause_Request = 117; C_S_Action_User_Application_Pause_Response = 118; S_C_Action_User_Application_Pause_Request = 119; C_S_Action_Other_User_Hit_Request = 120; C_S_Action_Other_User_Hit_Response = 121; Max = 122; } // From: equipdbinfo.proto message EquipDBInfo { optional int64 inven_index = 1; optional int64 use_char = 2; optional int32 keep_flag = 3; optional int32 lock_flag = 4; optional Network.TCP.EquipBaseInfo base_info = 5; } message EquipBaseInfo { optional int32 id = 1; optional int32 level = 2; repeated Network.TCP.EquipOptionInfo main_option = 3; repeated Network.TCP.EquipOptionInfo sub_option = 4; optional Network.TCP.EquipOptionInfo private_option = 5; repeated int32 rank = 6; } message EquipOptionInfo { optional int32 group_id = 1; optional int32 id = 2; } // From: erealtimetype.proto enum EGameClearType { EGCT_NONE = 0; EGCT_RANDOM_DEFENSE = 7; EGCT_ACTION = 8; } enum ERoomState { ERS_NONE = 0; ERS_READY = 1; ERS_PLAYING = 2; ERS_END = 3; } enum EClientState { ECS_NONE = 0; ECS_READY = 1; ECS_PLAYING = 2; ECS_DIE = 3; ECS_EXIT = 4; ECS_WIN = 5; } enum EMessageSendType { EST_DEFAULT = 0; EST_TCP = 1; EST_UDP = 2; } enum EStunType { EST_NONE = 0; EST_FULL_CODE = 1; EST_RESTRICTED_CONE = 2; EST_PORT_RESTRICTED_CONE = 3; EST_SYMMETRIC = 4; } enum ENetworkState { ENS_NONE = 0; ENS_CONNECT = 1; ENS_DISCONNECT = 2; } enum EActionRelaySaveType { EARST_NONE = 0; EARST_PLAYER = 1; EARST_MONSTER = 2; } enum EActionCalcStateType { EACST_NONE = 0; EACST_CAN_NOT_CALC = 1; } // From: guild.proto message GuildMessage { optional string message = 1; } message GuildEmotion { optional int32 emoji_id = 1; } message GuildDeck { repeated Network.TCP.DeckMessageInfo deck_message_info = 1; optional string deck_name = 2; optional int32 deck_icon_id = 3; optional int32 deck_icon_color_id = 4; repeated Network.TCP.PictorialBuffStatDBInfo deck_msg_collection_Info = 5; } message GuildStateChange { optional Network.TCP.UserInfo userInfo = 1; optional Network.TCP.EGuildRoll before = 2; optional Network.TCP.EGuildRoll after = 3; } message SupporterChange { optional int64 ownerIndex = 1; optional int32 slotIndex = 2; } message GuildNotify { optional Network.TCP.EGuildNotifyType type = 1; repeated Network.TCP.GuildStateChange state_change = 2; optional Network.TCP.SupporterChange supporter_change = 3; } message DeckMessageInfo { optional Network.TCP.CharDBInfo char_info = 1; repeated Network.TCP.EquipDBInfo equip_info = 2; repeated Network.TCP.CostumeDBInfo costume_info = 3; optional Network.TCP.CharAwakeDBInfo char_awake_info = 4; } message CSGuildMessageLoadRequest { optional Network.TCP.CommonHeader header = 1; } message CSGuildMessageLoadResponse { optional Network.TCP.CommonHeader header = 1; repeated Network.TCP.CSGuildMessageRequest datas = 2; } message CSGuildMessageRequest { optional Network.TCP.CommonHeader header = 1; optional Network.TCP.EGuildMsgType type = 2; optional Network.TCP.GuildMessage message = 3; optional Network.TCP.GuildEmotion emotion = 4; optional Network.TCP.GuildDeck deck = 5; optional Network.TCP.GuildNotify notify = 6; optional int64 server_now = 7; } message CSGuildMessageResponse { optional Network.TCP.CommonHeader header = 1; } message SCGuildBroadcastRequest { optional Network.TCP.CommonHeader header = 1; optional Network.TCP.EGuildMsgType type = 2; optional Network.TCP.GuildMessage message = 3; optional Network.TCP.GuildEmotion emotion = 4; optional Network.TCP.GuildDeck deck = 5; optional Network.TCP.GuildNotify notify = 6; optional int64 server_now = 7; } message SCGuildBroadcastResponse { optional Network.TCP.CommonHeader header = 1; } // From: matching.proto message SSGameMatchingRequest { optional Network.TCP.CommonHeader header = 1; optional int64 ownerIndex = 2; optional int32 gameClearType = 3; optional int32 matchingType = 4; optional string roomCode = 5; optional string magicValue = 6; repeated Network.TCP.ServerPingInfo regionInfo = 7; } message MatchingClientInfo { optional Network.TCP.UserInfo userInfo = 1; optional bool isRoomMaster = 2; optional int64 enterTime = 3; optional string guid = 4; } message SCGameMatchingRequest { optional Network.TCP.CommonHeader header = 1; optional int32 matchingType = 2; optional string roomCode = 3; repeated Network.TCP.MatchingClientInfo matchingUserInfo = 4; } message SCGameMatchingAddUserRequest { optional Network.TCP.CommonHeader header = 1; optional Network.TCP.MatchingClientInfo matchingUserInfo = 2; } message SCGameMatchingExitUserRequest { optional Network.TCP.CommonHeader header = 1; optional int64 exitUser = 2; optional int64 newRoomMaster = 3; } message SCGameMatchingCompleteRequest { optional Network.TCP.CommonHeader header = 1; optional string roomCode = 2; repeated Network.TCP.MatchingClientInfo matchingUserInfo = 3; optional string serverIp = 4; optional string serverTCPPort = 5; optional string serverUDPPort = 6; } message CSGameMatchingExitUserRequest { optional Network.TCP.CommonHeader header = 1; } message CSGameMatchingExitUserResponse { optional Network.TCP.CommonHeader header = 1; } message SSCreateRoomRequest { optional Network.TCP.CommonHeader header = 1; repeated Network.TCP.MatchingClientInfo userList = 2; optional int32 gameClearType = 3; optional string roomCode = 4; optional string magicValue = 5; } message SSCreateRoomResponse { optional Network.TCP.CommonHeader header = 1; optional string roomCode = 2; repeated Network.TCP.MatchingClientInfo userList = 3; optional string magicValue = 5; } message CSGameForceStartRequest { optional Network.TCP.CommonHeader header = 1; } message CSGameForceStartResponse { optional Network.TCP.CommonHeader header = 1; } message RelayServerInfo { optional string region = 1; optional string ip = 2; optional int32 port = 3; } message CSMiniGameRelayServerInfoRequest { optional Network.TCP.CommonHeader header = 1; } message CSMiniGameRelayServerInfoResponse { optional Network.TCP.CommonHeader header = 1; repeated Network.TCP.RelayServerInfo serverInfo = 2; } message ServerPingInfo { optional string region = 1; optional int32 ping = 2; } message CSMiniGameDefenseMatchingRequest { optional Network.TCP.CommonHeader header = 1; optional int32 eventScheduleId = 2; optional int32 matchingType = 3; optional string roomCode = 4; repeated Network.TCP.ServerPingInfo regionInfo = 5; } message CSMiniGameDefenseMatchingResponse { optional Network.TCP.CommonHeader header = 1; optional int32 matchingType = 2; optional string roomCode = 3; repeated Network.TCP.MatchingClientInfo matchingUserInfo = 4; } message CSGameMatchingReconnectRequest { optional Network.TCP.CommonHeader header = 1; } message CSGameMatchingReconnectResponse { optional Network.TCP.CommonHeader header = 1; optional int32 matchingType = 2; optional string roomCode = 3; repeated Network.TCP.MatchingClientInfo matchingUserInfo = 4; } message ActionMatchingClientInfo { optional Network.TCP.UserInfo userInfo = 1; optional bool isRoomMaster = 2; optional int64 enterTime = 3; optional string guid = 4; optional int32 actionChar = 5; } message CSMiniGameActionMatchingCreateRoomRequest { optional Network.TCP.CommonHeader header = 1; optional int32 eventScheduleId = 2; repeated Network.TCP.ServerPingInfo regionInfo = 3; optional int32 matchingType = 4; optional int32 actionChar = 5; optional int32 actionMonster = 6; } message CSMiniGameActionMatchingCreateRoomResponse { optional Network.TCP.CommonHeader header = 1; optional int32 matchingType = 2; optional string roomCode = 3; repeated Network.TCP.ActionMatchingClientInfo ActionMatchingUserInfo = 4; } message CSMiniGameActionMatchingExitRoomRequest { optional Network.TCP.CommonHeader header = 1; } message CSMiniGameActionMatchingExitRoomResponse { optional Network.TCP.CommonHeader header = 1; } message SCMiniGameActionMatchingExitRoomRequest { optional Network.TCP.CommonHeader header = 1; optional int64 exitUser = 2; optional int64 newRoomMaster = 3; } message CSMiniGameActionMatchingJoinRoomRequest { optional Network.TCP.CommonHeader header = 1; optional string roomCode = 2; optional int32 actionChar = 3; optional int32 actionMonster = 4; } message CSMiniGameActionMatchingJoinRoomResponse { optional Network.TCP.CommonHeader header = 1; optional int32 matchingType = 2; optional string roomCode = 3; repeated Network.TCP.ActionMatchingClientInfo ActionMatchingUserInfo = 4; optional int32 actionMonster = 5; } message SCMiniGameActionMatchingJoinRoomRequest { optional Network.TCP.CommonHeader header = 1; optional int32 matchingType = 2; optional string roomCode = 3; repeated Network.TCP.ActionMatchingClientInfo ActionMatchingUserInfo = 4; } message CSMiniGameActionMatchingAutoMatchRequest { optional Network.TCP.CommonHeader header = 1; } message CSMiniGameActionMatchingAutoMatchResponse { optional Network.TCP.CommonHeader header = 1; optional int32 matchingType = 2; optional string roomCode = 3; repeated Network.TCP.ActionMatchingClientInfo ActionMatchingUserInfo = 4; } message CSMiniGameActionMatchingCancelAutoMatchRequest { optional Network.TCP.CommonHeader header = 1; } message CSMiniGameActionMatchingCancelAutoMatchResponse { optional Network.TCP.CommonHeader header = 1; } message CSMiniGameActionMatchingChangeSettingRequest { optional Network.TCP.CommonHeader header = 1; optional int32 actionChar = 2; repeated int32 actionMonster = 3; } message CSMiniGameActionMatchingChangeSettingResponse { optional Network.TCP.CommonHeader header = 1; } message SCMiniGameActionMatchingChangeSettingRequest { optional Network.TCP.CommonHeader header = 1; repeated Network.TCP.ActionMatchingClientInfo ActionMatchingUserInfo = 2; optional int32 actionMonster = 3; } message CSMiniGameActionMatchingStartRoomRequest { optional Network.TCP.CommonHeader header = 1; } message CSMiniGameActionMatchingStartRoomResponse { optional Network.TCP.CommonHeader header = 1; } message SCMiniGameActionMatchingStartRoomRequest { optional Network.TCP.CommonHeader header = 1; } message SCMiniGameActionMatchingCompleteRequest { optional Network.TCP.CommonHeader header = 1; optional string roomCode = 2; repeated Network.TCP.ActionMatchingClientInfo ActionMatchingUserInfo = 3; optional string serverIp = 4; optional string serverTCPPort = 5; optional string serverUDPPort = 6; optional int32 actionMonster = 7; } message CSMiniGameActionMatchingReconnectRequest { optional Network.TCP.CommonHeader header = 1; } message CSMiniGameActionMatchingReconnectResponse { optional Network.TCP.CommonHeader header = 1; optional int32 matchingType = 2; optional string roomCode = 3; repeated Network.TCP.ActionMatchingClientInfo ActionMatchingUserInfo = 4; optional int32 actionMonster = 5; } // From: pictorialbuffstatdbinfo.proto message PictorialBuffStatDBInfo { optional int32 stat_type = 1; optional double stat_value = 2; } // From: randomdefense.proto message CSDefenseStateUpdateRequest { optional Network.TCP.CommonHeader header = 1; optional string guid = 2; optional int32 state = 3; optional int32 enemyCount = 4; optional int32 wave = 5; optional int32 totalEnemyKillCount = 6; optional int32 networkPing = 7; } message DefenseUserInfo { optional int64 ownerIndex = 1; optional int32 state = 2; optional int32 enemyCount = 3; optional int32 wave = 4; optional int32 totalEnemyKillCount = 5; optional int32 networkState = 6; optional int32 networkPing = 7; } message SCDefensePlayerStateRequest { optional Network.TCP.CommonHeader header = 1; repeated Network.TCP.DefenseUserInfo userInfo = 2; } message SCDefenseGameEndRequest { optional Network.TCP.CommonHeader header = 1; repeated Network.TCP.DefenseUserInfo userInfo = 2; } message DefenseViewerSync { optional int64 ownerIndex = 1; optional bool isViewer = 2; } message DefenseMonsterInfo { optional int32 monsterId = 1; optional int32 monsterIndex = 2; optional int64 spawnTicks = 3; optional int64 despwanTicks = 4; optional int32 health = 5; } message DefenseMonsterBatchSync { optional int64 ownerIndex = 1; repeated Network.TCP.DefenseMonsterInfo monsterInfos = 2; } message DefenseMonsterSync { optional int64 ownerIndex = 1; repeated Network.TCP.DefenseMonsterInfo monsterInfo = 2; } message DefenseUnitInfo { optional int32 unitId = 1; optional int32 unitIndex = 2; optional int64 spawnTicks = 3; optional int64 despwanTicks = 4; optional int32 elementLevel = 5; optional float coolTime = 6; optional int32 gridIndex = 7; } message DefenseUnitBatchSync { optional int64 ownerIndex = 1; repeated Network.TCP.DefenseUnitInfo unitInfos = 2; } message DefenseUnitSync { optional int64 ownerIndex = 1; optional Network.TCP.DefenseUnitInfo unitInfo = 2; } message SCDefenseGameStartRequest { optional Network.TCP.CommonHeader header = 1; optional int64 startTime = 2; repeated Network.TCP.DefenseUserInfo userInfo = 3; repeated Network.TCP.RoomClientInfo roomUserInfo = 4; } message DefenseEmoticonSync { optional int64 ownerIndex = 1; optional int32 emoticonId = 2; } message CSDefenseReconnectRequest { optional Network.TCP.CommonHeader header = 1; optional string guid = 2; } message CSDefenseReconnectResponse { optional Network.TCP.CommonHeader header = 1; optional string ip = 2; optional string port = 3; optional int32 clientState = 4; optional int32 roomState = 5; } message DefenseReconnectSync { optional int64 ownerIndex = 1; } // From: relay.proto message CSRelayUDPRequest { optional Network.TCP.CommonHeader header = 1; optional string guid = 2; optional bytes bytes = 3; } message SCRelayUDPRequest { optional Network.TCP.CommonHeader header = 1; optional int64 ownerIndex = 2; optional bytes bytes = 3; } message CSRelayToUserUDPRequest { optional Network.TCP.CommonHeader header = 1; optional string guid = 2; optional int64 recvOwnerIndex = 3; optional bytes bytes = 4; } message SCRelayToUserUDPRequest { optional Network.TCP.CommonHeader header = 1; optional int64 ownerIndex = 2; optional bytes bytes = 3; } message CSRelayRequest { optional Network.TCP.CommonHeader header = 1; optional string guid = 2; optional bytes bytes = 3; } message SCRelayRequest { optional Network.TCP.CommonHeader header = 1; optional int64 ownerIndex = 2; optional bytes bytes = 3; } message CSRelayToUserRequest { optional Network.TCP.CommonHeader header = 1; optional string guid = 2; optional int64 recvOwnerIndex = 3; optional bytes bytes = 4; } message SCRelayToUserRequest { optional Network.TCP.CommonHeader header = 1; optional int64 ownerIndex = 2; optional bytes bytes = 3; } // From: stun.proto message CSCreateSessionRequest { optional Network.TCP.CommonHeader header = 1; optional string roomCode = 2; optional int32 natType = 3; } message CSCreateSessionResponse { optional Network.TCP.CommonHeader header = 1; optional string ip = 2; optional string port = 3; optional string guid = 4; } message RoomUserInfo { optional int64 ownerIndex = 1; optional string ip = 2; optional string port = 3; optional int32 natType = 4; } message CSRoomUserUDPRequest { optional Network.TCP.CommonHeader header = 1; optional string guid = 2; } message CSRoomUserUDPResponse { optional Network.TCP.CommonHeader header = 1; repeated Network.TCP.RoomUserInfo userInfo = 2; } message SCRoomUserUDPRequest { optional Network.TCP.CommonHeader header = 1; repeated Network.TCP.RoomUserInfo userInfo = 2; } message CSStunUDPRequest { optional Network.TCP.CommonHeader header = 1; } message CSStunUDPResponse { optional Network.TCP.CommonHeader header = 1; optional string ip = 2; optional string port = 3; } message CSNatUpdateUDPRequest { optional Network.TCP.CommonHeader header = 1; optional string guid = 2; optional int32 natType = 3; } message CSNatUpdateUDPResponse { optional Network.TCP.CommonHeader header = 1; optional Network.TCP.RoomUserInfo userInfo = 2; } message SCNatUpdateUDPRequest { optional Network.TCP.CommonHeader header = 1; optional Network.TCP.RoomUserInfo userInfo = 2; } message RoomClientInfo { optional int64 ownerIndex = 1; optional string guid = 2; optional int64 enterTime = 3; } message CSCreateRoomRequest { optional Network.TCP.CommonHeader header = 1; repeated int64 ownerIndex = 2; optional int32 gameClearType = 3; optional string roomCode = 4; optional string magicValue = 5; } message CSCreateRoomResponse { optional Network.TCP.CommonHeader header = 1; optional string roomCode = 2; repeated Network.TCP.RoomClientInfo user = 3; } message CSSetNetworkStateRequest { optional Network.TCP.CommonHeader header = 1; optional string guid = 2; optional int32 state = 3; } message CSSetNetworkStateResponse { optional Network.TCP.CommonHeader header = 1; optional int32 state = 2; } message CSGameReadyRequest { optional Network.TCP.CommonHeader header = 1; optional string guid = 2; } message SCStateUpdateRequest { optional Network.TCP.CommonHeader header = 1; optional int64 ownerIndex = 2; optional int32 state = 3; } message SCGameStartRequest { optional Network.TCP.CommonHeader header = 1; optional int64 startTime = 2; } message CSGameExitRequest { optional Network.TCP.CommonHeader header = 1; optional string guid = 2; } message CSGameExitResponse { optional Network.TCP.CommonHeader header = 1; optional int32 state = 2; } message SCGameExitRequest { optional Network.TCP.CommonHeader header = 1; optional int64 ownerIndex = 2; optional int32 state = 3; } message SCGameReadyRequest { optional Network.TCP.CommonHeader header = 1; optional int64 ownerIndex = 2; optional int32 state = 3; } message CSCreateSessionUDPRequest { optional Network.TCP.CommonHeader header = 1; optional string roomCode = 2; optional int32 natType = 3; } message CSCreateSessionUDPResponse { optional Network.TCP.CommonHeader header = 1; optional string ip = 2; optional string port = 3; optional string guid = 4; } message CSRelayServerPingRequest { optional Network.TCP.CommonHeader header = 1; optional string guid = 2; optional int64 sendTime = 3; } message CSRelayServerPingResponse { optional Network.TCP.CommonHeader header = 1; optional int64 sendTime = 2; } message CSRelayServerPingUDPRequest { optional Network.TCP.CommonHeader header = 1; optional string guid = 2; optional int64 sendTime = 3; } message CSRelayServerPingUDPResponse { optional Network.TCP.CommonHeader header = 1; optional int64 sendTime = 2; } message CSUDPVerifyRequest { optional Network.TCP.CommonHeader header = 1; optional string guid = 2; } message CSUDPVerifyResponse { optional Network.TCP.CommonHeader header = 1; }