# Conflicts:
#	protocol/clawdoll/clawdoll.pb.go
This commit is contained in:
by 2024-08-29 11:33:26 +08:00
commit 94d7e4f45f
7 changed files with 335 additions and 206 deletions

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@ -12,10 +12,20 @@ const (
ClawDollSceneStateMax
)
// 玩家状态
const (
ClawDollPlayerStateWait int32 = iota //等待状态
ClawDollPlayerStateStart //开始倒计时
ClawDollPlayerStatePlayGame //游戏中
ClawDollPlayerStateBilled //结算
ClawDollPlayerWaitPayCoin //等待下一局投币
ClawDollPlayerStateMax
)
const (
ClawDollSceneWaitTimeout = time.Second * 6 //等待倒计时
ClawDollSceneStartTimeout = time.Second * 5 //开始倒计时
ClawDollScenePlayTimeout = time.Second * 10 //娃娃机下抓倒计时
ClawDollSceneStartTimeout = time.Second * 1 //开始倒计时
ClawDollScenePlayTimeout = time.Second * 30 //娃娃机下抓倒计时
ClawDollSceneBilledTimeout = time.Second * 2 //结算
ClawDollSceneWaitPayCoinimeout = time.Second * 10 //等待下一局投币

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@ -126,17 +126,17 @@ func MSSendTokenHandler(session *netlib.Session, packetId int, data interface{})
pack := &clawdoll.SCCLAWDOLLSendToken{
Token: token,
}
p.SendToClient(int(clawdoll.CLAWDOLLPacketID_PACKET_SC_CLAWDOLL_SENDTOKEN), pack)
p.SendToClient(int(clawdoll.CLAWDOLLPacketID_PACKET_SC_SENDTOKEN), pack)
}
return nil
}
func init() {
common.RegisterHandler(int(clawdoll.CLAWDOLLPacketID_PACKET_CS_CLAWDOLL_PLAYEROP), &CSPlayerOpHandler{})
netlib.RegisterFactory(int(clawdoll.CLAWDOLLPacketID_PACKET_CS_CLAWDOLL_PLAYEROP), &CSPlayerOpPacketFactory{})
common.RegisterHandler(int(clawdoll.CLAWDOLLPacketID_PACKET_CS_PLAYEROP), &CSPlayerOpHandler{})
netlib.RegisterFactory(int(clawdoll.CLAWDOLLPacketID_PACKET_CS_PLAYEROP), &CSPlayerOpPacketFactory{})
netlib.Register(int(machine.DollMachinePacketID_PACKET_MSDollMachineoPerateResult), &machine.MSDollMachineoPerateResult{}, MSDollMachineoCoinResultHandler)
//客户端请求token
common.RegisterHandler(int(clawdoll.CLAWDOLLPacketID_PACKET_CS_CLAWDOLL_GETTOKEN), &CSGetTokenHandler{})
netlib.RegisterFactory(int(clawdoll.CLAWDOLLPacketID_PACKET_CS_CLAWDOLL_GETTOKEN), &CSGetTokenPacketFactory{})
common.RegisterHandler(int(clawdoll.CLAWDOLLPacketID_PACKET_CS_GETTOKEN), &CSGetTokenHandler{})
netlib.RegisterFactory(int(clawdoll.CLAWDOLLPacketID_PACKET_CS_GETTOKEN), &CSGetTokenPacketFactory{})
//获取token返回
netlib.Register(int(machine.DollMachinePacketID_PACKET_MSSendToken), &machine.MSSendToken{}, MSSendTokenHandler)
}

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@ -1,6 +1,7 @@
package clawdoll
import (
rule "mongo.games.com/game/gamerule/clawdoll"
"mongo.games.com/game/gamesrv/base"
"mongo.games.com/goserver/core/logger"
)
@ -8,7 +9,8 @@ import (
type PlayerEx struct {
*base.Player //玩家信息
dollCardsCnt int32 // 娃娃卡数量
clawDollState int32 // 抓娃娃状态
dollCardsCnt int32 // 娃娃卡数量
gainCoin int64 // 本局赢的金币
taxCoin int64 // 本局税收
@ -61,6 +63,7 @@ func (this *PlayerEx) ReStartGame() {
this.gainCoin = 0
this.taxCoin = 0
this.odds = 0
this.clawDollState = rule.ClawDollPlayerStateWait
}
// 初始化
@ -88,3 +91,13 @@ func (this *PlayerEx) CanLeaveScene(sceneState int) bool {
return true
}
// 获取状态
func (this *PlayerEx) GetClawState() int32 {
return this.clawDollState
}
// 设置状态
func (this *PlayerEx) SetClawState(state int32) {
this.clawDollState = state
}

View File

@ -80,7 +80,7 @@ func (this *SceneEx) BroadcastPlayerLeave(p *base.Player, reason int) {
}
proto.SetDefaults(scLeavePack)
this.Broadcast(int(clawdoll.CLAWDOLLPacketID_PACKET_SC_CLAWDOLL_PlayerLeave), scLeavePack, p.GetSid())
this.Broadcast(int(clawdoll.CLAWDOLLPacketID_PACKET_SC_PlayerLeave), scLeavePack, p.GetSid())
}
// 玩家离开事件
@ -108,7 +108,7 @@ func (e *SceneEx) playerOpPack(snId int32, opcode int, opRetCode clawdoll.OpResu
// OnPlayerSCOp 发送玩家操作情况
func (e *SceneEx) OnPlayerSCOp(p *base.Player, opcode int, opRetCode clawdoll.OpResultCode, params []int64) {
pack := e.playerOpPack(p.SnId, opcode, opRetCode, params)
p.SendToClient(int(clawdoll.CLAWDOLLPacketID_PACKET_SC_CLAWDOLL_PLAYEROP), pack)
p.SendToClient(int(clawdoll.CLAWDOLLPacketID_PACKET_SC_PLAYEROP), pack)
logger.Logger.Tracef("OnPlayerSCOp %s", pack)
}
@ -142,7 +142,8 @@ func (this *SceneEx) ClawdollCreateRoomInfoPacket(s *base.Scene, p *base.Player)
HeadOutLine: proto.Int32(playerEx.HeadOutLine),
VIP: proto.Int32(playerEx.VIP),
WinCoin: proto.Int64(playerEx.gainCoin),
WinCoin: proto.Int64(playerEx.gainCoin),
ClawDollState: proto.Int32(playerEx.clawDollState),
}
pack.Players = append(pack.Players, pd)
@ -233,7 +234,7 @@ func (this *SceneEx) IsHasPlaying() bool {
}
// 等待下一个玩家
func (this *SceneEx) WaitNextPlayer() {
func (this *SceneEx) ReStartGame() {
this.playingSnid = 0
}
@ -293,6 +294,25 @@ func (this *SceneEx) RemoveWaitPlayer(SnId int32) bool {
return false
}
func (this *SceneEx) GetPlayingEx() *PlayerEx {
if this.playingSnid == 0 {
return nil
}
return this.players[this.playingSnid]
}
func (this *SceneEx) SetPlayingState(state int32) {
if this.playingSnid == 0 {
return
}
playerEx := this.players[this.playingSnid]
if playerEx != nil {
playerEx.SetClawState(state)
}
}
// 时间到 系统开始下抓
func (this *SceneEx) TimeOutPlayGrab() bool {

View File

@ -109,10 +109,9 @@ func (this *PolicyClawdoll) OnPlayerEnter(s *base.Scene, p *base.Player) {
p.MarkFlag(base.PlayerState_WaitNext)
p.UnmarkFlag(base.PlayerState_Ready)
sceneEx.AddWaitPlayer(playerEx)
//给自己发送房间信息
this.SendRoomInfo(s, p, sceneEx)
s.FirePlayerEvent(p, base.PlayerEventEnter, nil)
}
}
@ -249,7 +248,7 @@ func (this *PolicyClawdoll) CanChangeCoinScene(s *base.Scene, p *base.Player) bo
func (this *PolicyClawdoll) SendRoomInfo(s *base.Scene, p *base.Player, sceneEx *SceneEx) {
pack := sceneEx.ClawdollCreateRoomInfoPacket(s, p)
p.SendToClient(int(clawdoll.CLAWDOLLPacketID_PACKET_SC_CLAWDOLL_ROOMINFO), pack)
p.SendToClient(int(clawdoll.CLAWDOLLPacketID_PACKET_SC_ROOMINFO), pack)
}
// 广播房间状态
@ -258,7 +257,25 @@ func ClawdollBroadcastRoomState(s *base.Scene, params ...float32) {
State: proto.Int(s.SceneState.GetState()),
Params: params,
}
s.Broadcast(int(clawdoll.CLAWDOLLPacketID_PACKET_SC_CLAWDOLL_ROOMSTATE), pack, 0)
s.Broadcast(int(clawdoll.CLAWDOLLPacketID_PACKET_SC_ROOMSTATE), pack, 0)
}
// 玩家状态信息变化
func ClawdollSendPlayerInfo(s *base.Scene) {
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
playerEx := sceneEx.GetPlayingEx()
if playerEx != nil && playerEx.SnId == sceneEx.playingSnid {
pack := &clawdoll.SCCLAWDOLLPlayerInfo{
SnId: proto.Int32(playerEx.SnId),
ClawDollState: proto.Int32(playerEx.GetClawState()),
Coin: proto.Int64(playerEx.Coin),
GainCoin: proto.Int64(playerEx.gainCoin),
}
playerEx.SendToClient(int(clawdoll.CLAWDOLLPacketID_PACKET_SC_PLAYERINFO), pack)
}
}
}
//=====================================
@ -343,7 +360,8 @@ func (this *StateWait) OnEnter(s *base.Scene) {
}
s.Gaming = false
ClawdollBroadcastRoomState(s, float32(0))
ClawdollBroadcastRoomState(s)
ClawdollSendPlayerInfo(s)
}
}
@ -401,8 +419,14 @@ func (this *StateWait) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, par
sceneEx.OnPlayerSMPerateOp(p.SnId, int32(sceneEx.machineId), rule.ButtonPayCoin)
if sceneEx.CanStart() {
s.ChangeSceneState(rule.ClawDollSceneStateStart)
sceneEx.playingSnid = playerEx.SnId
s.ChangeSceneState(rule.ClawDollSceneStateStart)
sceneEx.SetPlayingState(int32(rule.ClawDollSceneStateStart))
ClawdollBroadcastRoomState(s)
ClawdollSendPlayerInfo(s)
sceneEx.OnPlayerSCOp(p, opcode, clawdoll.OpResultCode_OPRC_Success, params)
}
}
@ -435,6 +459,8 @@ func (this *StateStart) OnEnter(s *base.Scene) {
this.BaseState.OnEnter(s)
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
ClawdollBroadcastRoomState(s)
ClawdollSendPlayerInfo(s)
s.Gaming = false
sceneEx.GameNowTime = time.Now()
sceneEx.NumOfGames++
@ -446,11 +472,11 @@ func (this *StateStart) OnTick(s *base.Scene) {
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
if time.Now().Sub(sceneEx.StateStartTime) > rule.ClawDollSceneStartTimeout {
//切换到等待操作状态
if sceneEx.CanStart() {
s.ChangeSceneState(rule.ClawDollSceneStatePlayGame)
} else {
s.ChangeSceneState(rule.ClawDollSceneStateWait)
}
s.ChangeSceneState(rule.ClawDollSceneStatePlayGame)
sceneEx.SetPlayingState(int32(rule.ClawDollSceneStatePlayGame))
ClawdollBroadcastRoomState(s)
ClawdollSendPlayerInfo(s)
}
}
}
@ -462,12 +488,8 @@ func (this *StateStart) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, pa
func (this *StateStart) OnPlayerEvent(s *base.Scene, p *base.Player, evtcode int, params []int64) {
logger.Logger.Trace("(this *StateStart) OnPlayerEvent, sceneId=", s.GetSceneId(), " player=", p.SnId, " evtcode=", evtcode)
this.BaseState.OnPlayerEvent(s, p, evtcode, params)
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
if _, ok := s.ExtraData.(*SceneEx); ok {
switch evtcode {
case base.PlayerEventLeave:
if !sceneEx.CanStart() {
s.ChangeSceneState(rule.ClawDollSceneStateWait)
}
case base.PlayerEventEnter:
if !p.IsReady() {
p.MarkFlag(base.PlayerState_Ready)
@ -503,7 +525,8 @@ func (this *PlayGame) OnEnter(s *base.Scene) {
s.Gaming = true
ClawdollBroadcastRoomState(s, float32(0), float32(0))
ClawdollBroadcastRoomState(s)
ClawdollSendPlayerInfo(s)
}
@ -541,6 +564,10 @@ func (this *PlayGame) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, para
//1-弱力抓 2 -强力抓
sceneEx.OnPlayerSMGrabOp(p.SnId, int32(sceneEx.machineId), grapType)
s.ChangeSceneState(rule.ClawDollSceneStateBilled)
sceneEx.SetPlayingState(int32(rule.ClawDollSceneStateBilled))
case rule.ClawDollPlayerOpMove:
if !sceneEx.CheckMoveOp(playerEx) {
@ -572,6 +599,11 @@ func (this *PlayGame) OnTick(s *base.Scene) {
}
s.ChangeSceneState(rule.ClawDollSceneStateBilled)
sceneEx.SetPlayingState(int32(rule.ClawDollSceneStateBilled))
ClawdollBroadcastRoomState(s)
ClawdollSendPlayerInfo(s)
return
}
}
@ -625,7 +657,10 @@ func (this *StateBilled) OnTick(s *base.Scene) {
if time.Now().Sub(sceneEx.StateStartTime) > rule.ClawDollSceneBilledTimeout {
s.ChangeSceneState(rule.ClawDollSceneWaitPayCoin)
sceneEx.SetPlayingState(int32(rule.ClawDollSceneWaitPayCoin))
ClawdollBroadcastRoomState(s)
ClawdollSendPlayerInfo(s)
return
}
}
@ -688,7 +723,12 @@ func (this *StateWaitPayCoin) OnPlayerOp(s *base.Scene, p *base.Player, opcode i
playerEx.ReStartGame()
s.ChangeSceneState(rule.ClawDollSceneStateStart)
//sceneEx.OnPlayerSCOp(p, opcode, clawdoll.OpResultCode_OPRC_Success, params)
sceneEx.SetPlayingState(int32(rule.ClawDollSceneStateStart))
ClawdollBroadcastRoomState(s)
ClawdollSendPlayerInfo(s)
sceneEx.OnPlayerSCOp(p, opcode, clawdoll.OpResultCode_OPRC_Success, params)
}
return false
}
@ -701,14 +741,6 @@ func (this *StateWaitPayCoin) OnEnter(s *base.Scene) {
func (this *StateWaitPayCoin) OnLeave(s *base.Scene) {
logger.Logger.Trace("(this *StateWaitPayCoin) OnLeave, sceneid=", s.GetSceneId())
this.BaseState.OnLeave(s)
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
sceneEx.PlayerBackup = make(map[int32]*PlayerData)
if s.CheckNeedDestroy() {
sceneEx.SceneDestroy(true)
}
}
}
func (this *StateWaitPayCoin) OnTick(s *base.Scene) {
@ -717,15 +749,20 @@ func (this *StateWaitPayCoin) OnTick(s *base.Scene) {
if time.Now().Sub(sceneEx.StateStartTime) > rule.ClawDollSceneWaitPayCoinimeout {
// 先设置时间
playingEx := sceneEx.players[sceneEx.playingSnid]
playingEx := sceneEx.GetPlayingEx()
if playingEx != nil {
playingEx.ReStartGame()
ClawdollSendPlayerInfo(s)
}
// 重置scene数据
sceneEx.WaitNextPlayer()
// 重置scene数据
sceneEx.ReStartGame()
s.ChangeSceneState(rule.ClawDollSceneStateWait)
sceneEx.SetPlayingState(int32(rule.ClawDollSceneStateWait))
ClawdollBroadcastRoomState(s)
return
}
}

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@ -24,46 +24,52 @@ const (
type CLAWDOLLPacketID int32
const (
CLAWDOLLPacketID_PACKET_CLAWDOLL_ZERO CLAWDOLLPacketID = 0 //弃用消息号
CLAWDOLLPacketID_PACKET_SC_CLAWDOLL_ROOMINFO CLAWDOLLPacketID = 5601 //房间信息
CLAWDOLLPacketID_PACKET_CS_CLAWDOLL_PLAYEROP CLAWDOLLPacketID = 5602 //玩家操作(客户->服务)
CLAWDOLLPacketID_PACKET_SC_CLAWDOLL_PLAYEROP CLAWDOLLPacketID = 5603 //玩家操作(服务->客户)
CLAWDOLLPacketID_PACKET_SC_CLAWDOLL_ROOMSTATE CLAWDOLLPacketID = 5604 //房间状态
CLAWDOLLPacketID_PACKET_SC_CLAWDOLL_GAMEBILLED CLAWDOLLPacketID = 5605 //游戏结算
CLAWDOLLPacketID_PACKET_SC_CLAWDOLL_PlayerEnter CLAWDOLLPacketID = 5606 // 玩家进入
CLAWDOLLPacketID_PACKET_SC_CLAWDOLL_PlayerLeave CLAWDOLLPacketID = 5607 // 玩家离开
CLAWDOLLPacketID_PACKET_SC_CLAWDOLL_PLAYERINFO CLAWDOLLPacketID = 5608 // 玩家状态信息变化
CLAWDOLLPacketID_PACKET_CS_CLAWDOLL_GETTOKEN CLAWDOLLPacketID = 5609 // 获取token
CLAWDOLLPacketID_PACKET_SC_CLAWDOLL_SENDTOKEN CLAWDOLLPacketID = 5610 // 获取token
CLAWDOLLPacketID_PACKET_ZERO CLAWDOLLPacketID = 0 //弃用消息号
CLAWDOLLPacketID_PACKET_SC_ROOMINFO CLAWDOLLPacketID = 5601 //房间信息
CLAWDOLLPacketID_PACKET_CS_PLAYEROP CLAWDOLLPacketID = 5602 //玩家操作(客户->服务)
CLAWDOLLPacketID_PACKET_SC_PLAYEROP CLAWDOLLPacketID = 5603 //玩家操作(服务->客户)
CLAWDOLLPacketID_PACKET_SC_ROOMSTATE CLAWDOLLPacketID = 5604 //房间状态
CLAWDOLLPacketID_PACKET_SC_GAMEBILLED CLAWDOLLPacketID = 5605 //游戏结算
CLAWDOLLPacketID_PACKET_SC_PlayerEnter CLAWDOLLPacketID = 5606 // 玩家进入
CLAWDOLLPacketID_PACKET_SC_PlayerLeave CLAWDOLLPacketID = 5607 // 玩家离开
CLAWDOLLPacketID_PACKET_SC_PLAYERINFO CLAWDOLLPacketID = 5608 // 玩家状态信息变化
CLAWDOLLPacketID_PACKET_CS_GETTOKEN CLAWDOLLPacketID = 5609 // 获取token
CLAWDOLLPacketID_PACKET_SC_SENDTOKEN CLAWDOLLPacketID = 5610 // 获取token
CLAWDOLLPacketID_PACKET_CS_WAITPLAYERS CLAWDOLLPacketID = 5611 // 获取等待玩家信息 (客户->服务)
CLAWDOLLPacketID_PACKET_SC_WAITPLAYERS CLAWDOLLPacketID = 5612 // 获取等待玩家信息 (服务->客户)
)
// Enum value maps for CLAWDOLLPacketID.
var (
CLAWDOLLPacketID_name = map[int32]string{
0: "PACKET_CLAWDOLL_ZERO",
5601: "PACKET_SC_CLAWDOLL_ROOMINFO",
5602: "PACKET_CS_CLAWDOLL_PLAYEROP",
5603: "PACKET_SC_CLAWDOLL_PLAYEROP",
5604: "PACKET_SC_CLAWDOLL_ROOMSTATE",
5605: "PACKET_SC_CLAWDOLL_GAMEBILLED",
5606: "PACKET_SC_CLAWDOLL_PlayerEnter",
5607: "PACKET_SC_CLAWDOLL_PlayerLeave",
5608: "PACKET_SC_CLAWDOLL_PLAYERINFO",
5609: "PACKET_CS_CLAWDOLL_GETTOKEN",
5610: "PACKET_SC_CLAWDOLL_SENDTOKEN",
0: "PACKET_ZERO",
5601: "PACKET_SC_ROOMINFO",
5602: "PACKET_CS_PLAYEROP",
5603: "PACKET_SC_PLAYEROP",
5604: "PACKET_SC_ROOMSTATE",
5605: "PACKET_SC_GAMEBILLED",
5606: "PACKET_SC_PlayerEnter",
5607: "PACKET_SC_PlayerLeave",
5608: "PACKET_SC_PLAYERINFO",
5609: "PACKET_CS_GETTOKEN",
5610: "PACKET_SC_SENDTOKEN",
5611: "PACKET_CS_WAITPLAYERS",
5612: "PACKET_SC_WAITPLAYERS",
}
CLAWDOLLPacketID_value = map[string]int32{
"PACKET_CLAWDOLL_ZERO": 0,
"PACKET_SC_CLAWDOLL_ROOMINFO": 5601,
"PACKET_CS_CLAWDOLL_PLAYEROP": 5602,
"PACKET_SC_CLAWDOLL_PLAYEROP": 5603,
"PACKET_SC_CLAWDOLL_ROOMSTATE": 5604,
"PACKET_SC_CLAWDOLL_GAMEBILLED": 5605,
"PACKET_SC_CLAWDOLL_PlayerEnter": 5606,
"PACKET_SC_CLAWDOLL_PlayerLeave": 5607,
"PACKET_SC_CLAWDOLL_PLAYERINFO": 5608,
"PACKET_CS_CLAWDOLL_GETTOKEN": 5609,
"PACKET_SC_CLAWDOLL_SENDTOKEN": 5610,
"PACKET_ZERO": 0,
"PACKET_SC_ROOMINFO": 5601,
"PACKET_CS_PLAYEROP": 5602,
"PACKET_SC_PLAYEROP": 5603,
"PACKET_SC_ROOMSTATE": 5604,
"PACKET_SC_GAMEBILLED": 5605,
"PACKET_SC_PlayerEnter": 5606,
"PACKET_SC_PlayerLeave": 5607,
"PACKET_SC_PLAYERINFO": 5608,
"PACKET_CS_GETTOKEN": 5609,
"PACKET_SC_SENDTOKEN": 5610,
"PACKET_CS_WAITPLAYERS": 5611,
"PACKET_SC_WAITPLAYERS": 5612,
}
)
@ -152,15 +158,16 @@ type CLAWDOLLPlayerData struct {
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
Name string `protobuf:"bytes,1,opt,name=Name,proto3" json:"Name,omitempty"` //名字
SnId int32 `protobuf:"varint,2,opt,name=SnId,proto3" json:"SnId,omitempty"` //账号
Head int32 `protobuf:"varint,3,opt,name=Head,proto3" json:"Head,omitempty"` //头像
Sex int32 `protobuf:"varint,4,opt,name=Sex,proto3" json:"Sex,omitempty"` //性别
Coin int64 `protobuf:"varint,5,opt,name=Coin,proto3" json:"Coin,omitempty"` //金币
HeadOutLine int32 `protobuf:"varint,6,opt,name=HeadOutLine,proto3" json:"HeadOutLine,omitempty"` //头像框
VIP int32 `protobuf:"varint,7,opt,name=VIP,proto3" json:"VIP,omitempty"`
Flag int32 `protobuf:"varint,8,opt,name=Flag,proto3" json:"Flag,omitempty"` //二进制标记 第一位:是否掉线(0:在线 1:掉线) 第二位:是否准备(0:未准备 1:已准备)
WinCoin int64 `protobuf:"varint,9,opt,name=WinCoin,proto3" json:"WinCoin,omitempty"` // 本局赢分
Name string `protobuf:"bytes,1,opt,name=Name,proto3" json:"Name,omitempty"` //名字
SnId int32 `protobuf:"varint,2,opt,name=SnId,proto3" json:"SnId,omitempty"` //账号
Head int32 `protobuf:"varint,3,opt,name=Head,proto3" json:"Head,omitempty"` //头像
Sex int32 `protobuf:"varint,4,opt,name=Sex,proto3" json:"Sex,omitempty"` //性别
Coin int64 `protobuf:"varint,5,opt,name=Coin,proto3" json:"Coin,omitempty"` //金币
HeadOutLine int32 `protobuf:"varint,6,opt,name=HeadOutLine,proto3" json:"HeadOutLine,omitempty"` //头像框
VIP int32 `protobuf:"varint,7,opt,name=VIP,proto3" json:"VIP,omitempty"`
Flag int32 `protobuf:"varint,8,opt,name=Flag,proto3" json:"Flag,omitempty"` //二进制标记 第一位:是否掉线(0:在线 1:掉线) 第二位:是否准备(0:未准备 1:已准备)
WinCoin int64 `protobuf:"varint,9,opt,name=WinCoin,proto3" json:"WinCoin,omitempty"` // 本局赢分
ClawDollState int32 `protobuf:"varint,10,opt,name=clawDollState,proto3" json:"clawDollState,omitempty"` // 玩家状态
}
func (x *CLAWDOLLPlayerData) Reset() {
@ -258,6 +265,13 @@ func (x *CLAWDOLLPlayerData) GetWinCoin() int64 {
return 0
}
func (x *CLAWDOLLPlayerData) GetClawDollState() int32 {
if x != nil {
return x.ClawDollState
}
return 0
}
//房间信息
type SCCLAWDOLLRoomInfo struct {
state protoimpl.MessageState
@ -656,9 +670,11 @@ type SCCLAWDOLLPlayerInfo struct {
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
SnId int32 `protobuf:"varint,1,opt,name=SnId,proto3" json:"SnId,omitempty"` //玩家ID
GainCoin int64 `protobuf:"varint,2,opt,name=gainCoin,proto3" json:"gainCoin,omitempty"` //本局赢取
Coin int64 `protobuf:"varint,3,opt,name=Coin,proto3" json:"Coin,omitempty"` // 玩家
SnId int32 `protobuf:"varint,1,opt,name=SnId,proto3" json:"SnId,omitempty"` // 玩家ID
ClawDollState int32 `protobuf:"varint,2,opt,name=clawDollState,proto3" json:"clawDollState,omitempty"` // 玩家状态
GainCoin int64 `protobuf:"varint,3,opt,name=gainCoin,proto3" json:"gainCoin,omitempty"` // 本局赢取
Coin int64 `protobuf:"varint,4,opt,name=Coin,proto3" json:"Coin,omitempty"` // 玩家
Params []int64 `protobuf:"varint,5,rep,packed,name=Params,proto3" json:"Params,omitempty"` //操作参数
}
func (x *SCCLAWDOLLPlayerInfo) Reset() {
@ -700,6 +716,13 @@ func (x *SCCLAWDOLLPlayerInfo) GetSnId() int32 {
return 0
}
func (x *SCCLAWDOLLPlayerInfo) GetClawDollState() int32 {
if x != nil {
return x.ClawDollState
}
return 0
}
func (x *SCCLAWDOLLPlayerInfo) GetGainCoin() int64 {
if x != nil {
return x.GainCoin
@ -714,6 +737,13 @@ func (x *SCCLAWDOLLPlayerInfo) GetCoin() int64 {
return 0
}
func (x *SCCLAWDOLLPlayerInfo) GetParams() []int64 {
if x != nil {
return x.Params
}
return nil
}
//玩家进入
//PACKET_SCCLAWDOLLPlayerEnter
type SCCLAWDOLLPlayerEnter struct {
@ -818,7 +848,8 @@ type CSCLAWDOLLGetToken struct {
sizeCache protoimpl.SizeCache
unknownFields protoimpl.UnknownFields
Appid int64 `protobuf:"varint,1,opt,name=Appid,proto3" json:"Appid,omitempty"`
Appid int64 `protobuf:"varint,1,opt,name=Appid,proto3" json:"Appid,omitempty"`
ServerSecret string `protobuf:"bytes,2,opt,name=serverSecret,proto3" json:"serverSecret,omitempty"`
}
func (x *CSCLAWDOLLGetToken) Reset() {
@ -860,6 +891,13 @@ func (x *CSCLAWDOLLGetToken) GetAppid() int64 {
return 0
}
func (x *CSCLAWDOLLGetToken) GetServerSecret() string {
if x != nil {
return x.ServerSecret
}
return ""
}
type SCCLAWDOLLSendToken struct {
state protoimpl.MessageState
sizeCache protoimpl.SizeCache
@ -911,7 +949,7 @@ var File_clawdoll_proto protoreflect.FileDescriptor
var file_clawdoll_proto_rawDesc = []byte{
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}
var (

View File

@ -4,17 +4,19 @@ option go_package = "mongo.games.com/game/protocol/clawdoll";
//
enum CLAWDOLLPacketID {
PACKET_CLAWDOLL_ZERO = 0; //
PACKET_SC_CLAWDOLL_ROOMINFO = 5601; //
PACKET_CS_CLAWDOLL_PLAYEROP = 5602; //->
PACKET_SC_CLAWDOLL_PLAYEROP = 5603; //->
PACKET_SC_CLAWDOLL_ROOMSTATE = 5604; //
PACKET_SC_CLAWDOLL_GAMEBILLED = 5605; //
PACKET_SC_CLAWDOLL_PlayerEnter = 5606; //
PACKET_SC_CLAWDOLL_PlayerLeave = 5607; //
PACKET_SC_CLAWDOLL_PLAYERINFO = 5608; //
PACKET_CS_CLAWDOLL_GETTOKEN = 5609; // token
PACKET_SC_CLAWDOLL_SENDTOKEN = 5610; // token
PACKET_ZERO = 0; //
PACKET_SC_ROOMINFO = 5601; //
PACKET_CS_PLAYEROP = 5602; //->
PACKET_SC_PLAYEROP = 5603; //->
PACKET_SC_ROOMSTATE = 5604; //
PACKET_SC_GAMEBILLED = 5605; //
PACKET_SC_PlayerEnter = 5606; //
PACKET_SC_PlayerLeave = 5607; //
PACKET_SC_PLAYERINFO = 5608; //
PACKET_CS_GETTOKEN = 5609; // token
PACKET_SC_SENDTOKEN = 5610; // token
PACKET_CS_WAITPLAYERS = 5611; // ->
PACKET_SC_WAITPLAYERS = 5612; // ->
}
//
@ -36,7 +38,7 @@ message CLAWDOLLPlayerData {
int32 Flag = 8; // :线(0:线 1:线) :(0: 1:)
int64 WinCoin = 9; //
int32 clawDollState = 10; //
}
//
@ -88,9 +90,12 @@ message SCCLAWDOLLRoomState {
//
message SCCLAWDOLLPlayerInfo {
int32 SnId = 1; //ID
int64 gainCoin = 2; //
int64 Coin = 3; //
int32 SnId = 1; // ID
int32 clawDollState = 2; //
int64 gainCoin = 3; //
int64 Coin = 4; //
repeated int64 Params = 5; //
}