Files
BD2PS/protocol/proto/Network_TCP.proto
yoncodes e58fd190b4 pushing
2025-10-28 21:21:28 -04:00

1123 lines
35 KiB
Protocol Buffer

// 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;
}