game_sync/protocol/server/pbdata.proto

1724 lines
20 KiB
Protocol Buffer

// Code generated by xlsx2proto.
// DO NOT EDIT!
syntax = "proto3";
package server;
option go_package = "mongo.games.com/game/protocol/server";
message DB_ActSign {
int32 Id = 1;
int32 Type = 2;
int32 Name = 3;
int32 Item_Id = 4;
int32 Grade = 5;
}
message DB_ActSignArray {
repeated DB_ActSign Arr = 1;
}
message DB_Activity1 {
int32 Id = 1;
int32 Parameter = 2;
int32 Turn = 3;
string Title = 4;
int32 Costype = 5;
int32 Costp = 6;
int32 Cost = 7;
int32 Typee = 8;
int32 Propid = 9;
int32 Value = 10;
int32 Getype = 11;
}
message DB_Activity1Array {
repeated DB_Activity1 Arr = 1;
}
message DB_AnimalColor {
int32 Id = 1;
string Desc = 2;
repeated int32 ColorChance = 3;
}
message DB_AnimalColorArray {
repeated DB_AnimalColor Arr = 1;
}
message DB_ArtilleryRate {
int32 Id = 1;
int32 Shell = 2;
int32 Level = 3;
string Desc = 4;
}
message DB_ArtilleryRateArray {
repeated DB_ArtilleryRate Arr = 1;
}
message DB_ArtillerySkin {
int32 Id = 1;
string Name = 2;
int32 CannonId = 3;
int32 Type = 4;
int32 ExprieTime = 5;
int32 Show = 6;
int32 Order = 7;
string NameIcon = 8;
string PicIcon = 9;
string BaseIcon = 10;
string ShellIcon = 11;
string NetIcon = 12;
repeated int32 Vip = 13;
int32 Gold = 14;
int32 Diamond = 15;
int32 Income = 16;
int32 Speed = 17;
int32 Caught = 18;
int32 Introduce = 19;
string Source = 20;
}
message DB_ArtillerySkinArray {
repeated DB_ArtillerySkin Arr = 1;
}
message DB_BlackWhite {
int32 Id = 1;
repeated int32 BlackOdds = 2;
repeated int32 WhiteOdds = 3;
}
message DB_BlackWhiteArray {
repeated DB_BlackWhite Arr = 1;
}
message DB_CardsJD {
int32 Id = 1;
string Card1 = 2;
int32 Card1Score = 3;
int32 Card1HandNum = 4;
string Change1Cards = 5;
string Card2 = 6;
int32 Card2Score = 7;
int32 Card2HandNum = 8;
string Change2Cards = 9;
string Card3 = 10;
int32 Card3Score = 11;
int32 Card3HandNum = 12;
string Change3Cards = 13;
string Card4 = 14;
int32 Card4Score = 15;
int32 Card4HandNum = 16;
string Change4Cards = 17;
}
message DB_CardsJDArray {
repeated DB_CardsJD Arr = 1;
}
message DB_CardsYuLe {
int32 Id = 1;
string Card1 = 2;
int32 Card1Score = 3;
int32 Card1HandNum = 4;
string Change1Cards = 5;
string Card2 = 6;
int32 Card2Score = 7;
int32 Card2HandNum = 8;
string Change2Cards = 9;
string Card3 = 10;
int32 Card3Score = 11;
int32 Card3HandNum = 12;
string Change3Cards = 13;
string Card4 = 14;
int32 Card4Score = 15;
int32 Card4HandNum = 16;
string Change4Cards = 17;
}
message DB_CardsYuLeArray {
repeated DB_CardsYuLe Arr = 1;
}
message DB_ChessBilledRules {
int32 Id = 1;
int32 TypeId = 2;
int32 WinScore = 3;
int32 LoseScore = 4;
int32 DrawScore = 5;
int32 WinTimes = 6;
int32 OtherScore = 7;
}
message DB_ChessBilledRulesArray {
repeated DB_ChessBilledRules Arr = 1;
}
message DB_ChessMatchRules {
int32 Id = 1;
int32 ScoreMin = 2;
int32 ScoreMax = 3;
int32 MatchScoreMin = 4;
int32 MatchScoreMax = 5;
repeated int32 MatchScoreLowStep = 6;
repeated int32 MatchScoreHightStep = 7;
}
message DB_ChessMatchRulesArray {
repeated DB_ChessMatchRules Arr = 1;
}
message DB_ChessRank {
int32 Id = 1;
int32 Score = 2;
string Name = 3;
}
message DB_ChessRankArray {
repeated DB_ChessRank Arr = 1;
}
message DB_ClientVer {
int32 Id = 1;
string PackageFlag = 2;
string PackVers = 3;
string GameVers = 4;
}
message DB_ClientVerArray {
repeated DB_ClientVer Arr = 1;
}
message DB_CollectBox {
int32 Id = 1;
int32 Rate = 2;
map<int64, int64> ItemID = 3;
}
message DB_CollectBoxArray {
repeated DB_CollectBox Arr = 1;
}
message DB_CollectBoxGain {
int32 Id = 1;
int32 Rate = 2;
}
message DB_CollectBoxGainArray {
repeated DB_CollectBoxGain Arr = 1;
}
message DB_CrashSearch {
int32 Id = 1;
int32 Time = 2;
int32 Price = 3;
}
message DB_CrashSearchArray {
repeated DB_CrashSearch Arr = 1;
}
message DB_Createroom {
int32 Id = 1;
int32 GameId = 2;
int32 GameSite = 3;
repeated int32 GoldRange = 4;
repeated int32 BetRange = 5;
}
message DB_CreateroomArray {
repeated DB_Createroom Arr = 1;
}
message DB_Fish {
int32 Id = 1;
string Name = 2;
string NameE = 3;
repeated int32 Gold = 4;
string Icon = 5;
int32 Speed = 6;
int32 Exp = 7;
int32 FrameCnt = 8;
int32 FrameDelay = 9;
int32 Rate = 10;
int32 ShowType = 11;
int32 Show = 12;
int32 ShowScale = 13;
repeated int32 ShowPos = 14;
string DieSound = 15;
int32 DieFrame = 16;
int32 DieRotate = 17;
int32 DieEffect = 18;
int32 DieShake = 19;
int32 ShakeRange = 20;
string Shape = 21;
int32 IsBoss = 22;
int32 ResId = 23;
string DieParticle = 24;
int32 GroupShape = 25;
repeated int32 GroupFishes = 26;
int32 Zorder = 27;
string ResPng = 28;
string ResPlist = 29;
string ExportJson = 30;
string AimIcon = 31;
int32 GameId = 32;
int32 Sort = 33;
int32 FishType = 34;
string RandomCoin = 35;
}
message DB_FishArray {
repeated DB_Fish Arr = 1;
}
message DB_FishOut {
int32 Id = 1;
int32 SceneType = 2;
string Name = 3;
int32 Exp = 4;
repeated int32 Multiple = 5;
repeated int32 Path = 6;
repeated int32 Count = 7;
int32 RefreshInterval = 8;
int32 Speed = 9;
int32 Event = 10;
}
message DB_FishOutArray {
repeated DB_FishOut Arr = 1;
}
message DB_FishPath {
int32 Id = 1;
int32 AppearTime = 2;
int32 DisappearTime = 3;
}
message DB_FishPathArray {
repeated DB_FishPath Arr = 1;
}
message DB_FishRoom {
int32 Id = 1;
int32 RoomId = 2;
string Name = 3;
string SumGold1 = 4;
string SumGold2 = 5;
string SumGold3 = 6;
string SumGold4 = 7;
string SumGold5 = 8;
int32 BossCDTime = 9;
int32 LittleBossCDTime = 10;
string EnableBoss = 11;
string EnableLittleBoss = 12;
}
message DB_FishRoomArray {
repeated DB_FishRoom Arr = 1;
}
message DB_FishSkill {
int32 Id = 1;
string Name = 2;
int32 Vip = 3;
int32 Consume = 4;
repeated int32 Item = 5;
repeated int32 OtherConsumer = 6;
int32 Multiple = 7;
int32 Duration = 8;
int32 SkillGroups = 9;
int32 GCD = 10;
int32 Cooldown = 11;
string Hidden = 12;
string Describe = 13;
string Boss = 14;
int32 Type = 15;
int32 Limit = 16;
int32 Mutex = 17;
int32 MutexTime = 18;
int32 Fury = 19;
}
message DB_FishSkillArray {
repeated DB_FishSkill Arr = 1;
}
message DB_FortuneGod_Odds {
int32 Id = 1;
string Name = 2;
int32 Rateodds3 = 3;
int32 Rateodds4 = 4;
int32 Rateodds5 = 5;
}
message DB_FortuneGod_OddsArray {
repeated DB_FortuneGod_Odds Arr = 1;
}
message DB_FortuneGod_TurnRate {
int32 Id = 1;
int32 ReturnRateMin = 2;
int32 ReturnRateMax = 3;
repeated int32 Chance = 4;
}
message DB_FortuneGod_TurnRateArray {
repeated DB_FortuneGod_TurnRate Arr = 1;
}
message DB_FortuneGod_Weight {
int32 Id = 1;
string Name = 2;
repeated int32 Weight = 3;
}
message DB_FortuneGod_WeightArray {
repeated DB_FortuneGod_Weight Arr = 1;
}
message DB_FortuneGod_WeightCondition {
int32 Id = 1;
int32 IsNew = 2;
repeated int32 BetScope = 3;
repeated int32 TrueCalcRate = 4;
int32 WeightId = 5;
}
message DB_FortuneGod_WeightConditionArray {
repeated DB_FortuneGod_WeightCondition Arr = 1;
}
message DB_GamMatchLV {
int32 Id = 1;
repeated int32 Star = 2;
string Name = 3;
int32 Star2 = 4;
int32 AwardType1 = 5;
int32 AwardId1 = 6;
int32 Number1 = 7;
int32 AwardType2 = 8;
int32 AwardId2 = 9;
int32 Number2 = 10;
int32 AwardType3 = 11;
int32 AwardId3 = 12;
int32 Number3 = 13;
}
message DB_GamMatchLVArray {
repeated DB_GamMatchLV Arr = 1;
}
message DB_GameCoinPool {
int32 Id = 1;
int64 InitValue = 2;
int64 LowerLimit = 3;
int64 UpperLimit = 4;
int64 QuDu = 5;
int32 UpperOdds = 6;
int32 UpperOddsMax = 7;
int32 LowerOdds = 8;
int32 LowerOddsMax = 9;
int32 ProfitRate = 10;
int32 CtrlRate = 11;
int64 InitNovicValue = 12;
}
message DB_GameCoinPoolArray {
repeated DB_GameCoinPool Arr = 1;
}
message DB_GameFree {
int32 Id = 1;
string Name = 2;
string Title = 3;
int32 GameId = 4;
int32 GameMode = 5;
int32 FreeMode = 6;
int32 GameRule = 7;
int32 GameType = 8;
int32 SceneType = 9;
int32 RankType = 10;
int32 SceneAdd = 11;
string Desc = 12;
int32 ShowType = 13;
int32 SubShowType = 14;
int32 Flag = 15;
int32 TestTakeCoin = 16;
int32 ShowId = 17;
int64 LimitCoin = 18;
int64 MaxCoinLimit = 19;
int32 ServiceFee = 20;
int64 LowerThanKick = 21;
int32 BaseScore = 22;
int32 Turn = 23;
string BetDec = 24;
int32 Bot = 25;
repeated int32 Ai = 26;
int32 Banker = 27;
int32 MaxChip = 28;
repeated int64 OtherIntParams = 29;
repeated int64 ChessScoreParams = 30;
repeated int64 RankScoreParams = 31;
repeated int32 Jackpot = 32;
repeated int32 RobotNumRng = 33;
repeated int64 RobotTakeCoin = 34;
repeated int64 RobotLimitCoin = 35;
int32 BetLimit = 36;
int32 TaxRate = 37;
int32 SameIpLimit = 38;
int32 SamePlaceLimit = 39;
string GameDif = 40;
int32 GameClass = 41;
string PlatformName = 42;
repeated int32 MaxBetCoin = 43;
int32 PlayNumLimit = 44;
int32 CreateRoomNum = 45;
int32 MatchTrueMan = 46;
int32 PlayerWaterRate = 47;
int32 MatchMode = 48;
int32 KillingRate = 49;
int32 BetWaterRate = 50;
int32 Lottery = 51;
string LotteryConfig = 52;
repeated int32 BalanceLine = 53;
int32 JackpotRatio = 54;
int32 JackpotMin = 55;
repeated int32 ChessGradeLimit = 56;
int32 LeaveDeduct = 57;
int32 LeaveCombat = 58;
int32 IntuseCannonMin = 59;
int32 IntuseCannonMax = 60;
int32 BossDrainageBet = 61;
int32 Draw = 62;
int64 Fluctuate = 63;
string FluctuateMax = 64;
int32 Ratio = 65;
int64 MinValue = 66;
int64 MaxValue = 67;
int32 DrainageBet = 68;
int32 DiamondDrop = 69;
int32 NegativeMax = 70;
int32 RatioMax = 71;
int32 IsDrop = 72;
}
message DB_GameFreeArray {
repeated DB_GameFree Arr = 1;
}
message DB_GameItem {
int32 Id = 1;
string Name = 2;
repeated int32 ShowLocation = 3;
repeated int32 Classify = 4;
int32 Type = 5;
repeated int32 Effect0 = 6;
repeated int32 Effect = 7;
int32 SaleType = 8;
int32 SaleGold = 9;
int32 Composition = 10;
int32 CompositionMax = 11;
int32 Time = 12;
string Location = 13;
string Describe = 14;
int64 Num = 15;
string Value = 16;
int32 Entity = 17;
string Icon = 18;
}
message DB_GameItemArray {
repeated DB_GameItem Arr = 1;
}
message DB_GameMatchLevel {
int32 Id = 1;
int32 GameFreeId = 2;
int32 MatchLevel = 3;
int32 RobotUpRatio = 4;
repeated int32 UpGrade = 5;
repeated int32 UpGradeOdds = 6;
repeated int32 DownGrade = 7;
repeated int32 DownGradeOdds = 8;
}
message DB_GameMatchLevelArray {
repeated DB_GameMatchLevel Arr = 1;
}
message DB_GameRule {
int32 Id = 1;
string Name = 2;
int32 GameId = 3;
int32 GameMode = 4;
repeated int32 Params = 5;
string RuleDesc = 6;
string GameDif = 7;
}
message DB_GameRuleArray {
repeated DB_GameRule Arr = 1;
}
message DB_GameSubsidy {
int32 Id = 1;
int32 LimitNum = 2;
int32 Get = 3;
int32 Times = 4;
}
message DB_GameSubsidyArray {
repeated DB_GameSubsidy Arr = 1;
}
message DB_Game_Drop {
int32 Id = 1;
int32 Bet = 2;
int32 ItemName1 = 3;
int32 ItemId1 = 4;
int32 Rate1 = 5;
repeated int32 Amount1 = 6;
}
message DB_Game_DropArray {
repeated DB_Game_Drop Arr = 1;
}
message DB_Game_Introduction {
int32 Id = 1;
int32 Type = 2;
string Name = 3;
string Story = 4;
string AwardTitle = 5;
int32 LevelMax = 6;
}
message DB_Game_IntroductionArray {
repeated DB_Game_Introduction Arr = 1;
}
message DB_Game_Pet {
int32 Id = 1;
int32 PetId = 2;
string Name = 3;
int32 Grade = 4;
int32 Level = 5;
int32 Fragment = 6;
int32 Amount = 7;
int32 AwardType = 8;
int32 Award = 9;
int32 AwardRate = 10;
}
message DB_Game_PetArray {
repeated DB_Game_Pet Arr = 1;
}
message DB_Game_Role {
int32 Id = 1;
int32 RoleId = 2;
string Name = 3;
int32 Grade = 4;
int32 Level = 5;
int32 Fragment = 6;
int32 Amount = 7;
int32 AwardType = 8;
int32 Award = 9;
int32 AwardRate = 10;
}
message DB_Game_RoleArray {
repeated DB_Game_Role Arr = 1;
}
message DB_GiftBox {
int32 Id = 1;
int32 Rate = 2;
map<int64, int64> ItemID = 3;
}
message DB_GiftBoxArray {
repeated DB_GiftBox Arr = 1;
}
message DB_GiftCard {
int32 Id = 1;
int32 ShopID = 2;
string Name = 3;
map<int64, int64> Rewards = 4;
map<int64, int64> DayRewards = 5;
int32 Time = 6;
repeated int32 Equity = 7;
}
message DB_GiftCardArray {
repeated DB_GiftCard Arr = 1;
}
message DB_IceAgeElementRate {
int32 Id = 1;
string ModeName = 2;
int32 ModeType = 3;
repeated int32 Params = 4;
}
message DB_IceAgeElementRateArray {
repeated DB_IceAgeElementRate Arr = 1;
}
message DB_Legend_Odds {
int32 Id = 1;
string Name = 2;
int32 Rateodds3 = 3;
int32 Rateodds4 = 4;
int32 Rateodds5 = 5;
}
message DB_Legend_OddsArray {
repeated DB_Legend_Odds Arr = 1;
}
message DB_Legend_TurnRate {
int32 Id = 1;
int32 ReturnRateMin = 2;
int32 ReturnRateMax = 3;
repeated int32 Chance = 4;
}
message DB_Legend_TurnRateArray {
repeated DB_Legend_TurnRate Arr = 1;
}
message DB_Legend_Weight {
int32 Id = 1;
string Name = 2;
repeated int32 Weight = 3;
}
message DB_Legend_WeightArray {
repeated DB_Legend_Weight Arr = 1;
}
message DB_Legend_WeightCondition {
int32 Id = 1;
int32 IsNew = 2;
repeated int32 BetScope = 3;
repeated int32 TrueCalcRate = 4;
int32 WeightId = 5;
}
message DB_Legend_WeightConditionArray {
repeated DB_Legend_WeightCondition Arr = 1;
}
message DB_MatchRank {
int32 Id = 1;
repeated int32 RankStar = 2;
}
message DB_MatchRankArray {
repeated DB_MatchRank Arr = 1;
}
message DB_Name {
int32 Id = 1;
string Name = 2;
}
message DB_NameArray {
repeated DB_Name Arr = 1;
}
message DB_NameBoy {
int32 Id = 1;
string Name = 2;
}
message DB_NameBoyArray {
repeated DB_NameBoy Arr = 1;
}
message DB_NameGirl {
int32 Id = 1;
string Name = 2;
}
message DB_NameGirlArray {
repeated DB_NameGirl Arr = 1;
}
message DB_NewPlayer {
int32 Id = 1;
int32 Condition1 = 2;
int64 ConditionValue1 = 3;
int32 Condition2 = 4;
int64 ConditionValue2 = 5;
int32 Bond = 6;
int32 AddType = 7;
int64 AddMax = 8;
int64 AddMin = 9;
int32 TianHuRate = 10;
}
message DB_NewPlayerArray {
repeated DB_NewPlayer Arr = 1;
}
message DB_PassShow {
int32 Id = 1;
int32 ShowType = 2;
int32 ShowVolume = 3;
int32 Location = 4;
}
message DB_PassShowArray {
repeated DB_PassShow Arr = 1;
}
message DB_PetSkill {
int32 Id = 1;
int32 SkillId = 2;
int32 SkillType = 3;
int32 PetId = 4;
int32 SkillLevel = 5;
string SkillName = 6;
string SkillDes = 7;
int32 SKillValue = 8;
map<int64, int64> ItemConsum = 9;
}
message DB_PetSkillArray {
repeated DB_PetSkill Arr = 1;
}
message DB_PhoneLottery {
int32 Id = 1;
int32 Type = 2;
int32 Name = 3;
int32 Item_Id = 4;
int32 Grade = 5;
int32 Odd = 6;
int32 Oddrate1 = 7;
int32 Odd2 = 8;
int32 Oddrate2 = 9;
int32 Odd3 = 10;
int32 Oddrate3 = 11;
int32 Oddrate4 = 12;
}
message DB_PhoneLotteryArray {
repeated DB_PhoneLottery Arr = 1;
}
message DB_PigBank_Diamond {
int32 Id = 1;
int32 BuyCountMin = 2;
int32 BuyCountMax = 3;
int32 CostDiamond = 4;
int32 MaxGold = 5;
int32 MaxDiamond = 6;
int32 DiamondId = 7;
int32 CoinPrice = 8;
int32 DiamondPrice = 9;
int32 DiamondNowPrice = 10;
}
message DB_PigBank_DiamondArray {
repeated DB_PigBank_Diamond Arr = 1;
}
message DB_Pigbank_Prop {
int32 Id = 1;
string PorpName = 2;
int32 PropValue = 3;
}
message DB_Pigbank_PropArray {
repeated DB_Pigbank_Prop Arr = 1;
}
message DB_PlayerExp {
int32 Id = 1;
int32 Exp = 2;
}
message DB_PlayerExpArray {
repeated DB_PlayerExp Arr = 1;
}
message DB_PlayerType {
int32 Id = 1;
string Name = 2;
int32 GameFreeId = 3;
int32 PayLowerLimit = 4;
int32 PayUpperLimit = 5;
int32 GameTimeLowerLimit = 6;
int32 GameTimeUpperLimit = 7;
int32 TotalInLowerLimit = 8;
int32 TotalInUpperLimit = 9;
int32 OddsLowerLimit = 10;
int32 OddsUpperLimit = 11;
int32 LuckyRate = 12;
int32 ChangeCardRate = 13;
repeated int32 CardValueRange = 14;
repeated int32 MatchPriority = 15;
repeated int32 ExcludeMatch = 16;
int32 CardLibRate = 17;
repeated int32 CardLibArr = 18;
}
message DB_PlayerTypeArray {
repeated DB_PlayerType Arr = 1;
}
message DB_PotOdd {
int32 Id = 1;
string Name = 2;
string Title = 3;
repeated int32 VipOdd = 4;
}
message DB_PotOddArray {
repeated DB_PotOdd Arr = 1;
}
message DB_PropExchange {
int32 Id = 1;
int32 Group = 2;
map<int64, int64> Cost = 3;
map<int64, int64> Gain = 4;
}
message DB_PropExchangeArray {
repeated DB_PropExchange Arr = 1;
}
message DB_RankCycle {
int32 Id = 1;
string Start = 2;
string End = 3;
}
message DB_RankCycleArray {
repeated DB_RankCycle Arr = 1;
}
message DB_RankLevel {
int32 Id = 1;
int32 RankType = 2;
int32 Level = 3;
string Name = 4;
int64 Score = 5;
}
message DB_RankLevelArray {
repeated DB_RankLevel Arr = 1;
}
message DB_RankReward {
int32 Id = 1;
int32 RankType = 2;
int32 Level = 3;
int32 Award1Id = 4;
int32 Award1Num = 5;
int32 Award2Id = 6;
int32 Award2Num = 7;
int32 Award3Id = 8;
int32 Award3Num = 9;
}
message DB_RankRewardArray {
repeated DB_RankReward Arr = 1;
}
message DB_Sensitive_Words {
int32 Id = 1;
string Sensitive_Words = 2;
}
message DB_Sensitive_WordsArray {
repeated DB_Sensitive_Words Arr = 1;
}
message DB_Skin {
int32 Id = 1;
string Model = 2;
string SkinPic = 3;
string SkinName = 4;
string SkinType = 5;
int32 UnlockType = 6;
map<int64, int64> UnlockItem = 7;
}
message DB_SkinArray {
repeated DB_Skin Arr = 1;
}
message DB_SkinLevel {
int32 Id = 1;
int32 SkinId = 2;
int32 Level = 3;
map<int64, int64> UpItem = 4;
}
message DB_SkinLevelArray {
repeated DB_SkinLevel Arr = 1;
}
message DB_SlotRateWeight {
int32 Id = 1;
int32 GameFreeId = 2;
int32 Pos = 3;
repeated int32 NormCol1 = 4;
repeated int32 NormCol2 = 5;
repeated int32 NormCol3 = 6;
repeated int32 NormCol4 = 7;
repeated int32 NormCol5 = 8;
repeated int32 FreeCol1 = 9;
repeated int32 FreeCol2 = 10;
repeated int32 FreeCol3 = 11;
repeated int32 FreeCol4 = 12;
repeated int32 FreeCol5 = 13;
repeated int32 MaryOut = 14;
repeated int32 MaryMid = 15;
repeated int32 JackPot = 16;
}
message DB_SlotRateWeightArray {
repeated DB_SlotRateWeight Arr = 1;
}
message DB_SystemChance {
int32 Id = 1;
string Desc = 2;
int32 ChanceType = 3;
int32 Coin = 4;
int32 Rate = 5;
}
message DB_SystemChanceArray {
repeated DB_SystemChance Arr = 1;
}
message DB_Task {
int32 Id = 1;
int32 Order = 2;
string Name = 3;
string Des = 4;
int32 ActivityType = 5;
int32 TaskType = 6;
int64 TargetTimes = 7;
int64 FinishTimes = 8;
map<int64, int64> Award = 9;
int32 GameType = 10;
repeated int32 Position = 11;
}
message DB_TaskArray {
repeated DB_Task Arr = 1;
}
message DB_ThirdPlatformGameMapping {
int32 Id = 1;
int32 SystemGameID = 2;
string ThirdPlatformName = 3;
string ThirdGameID = 4;
string Desc = 5;
int32 ScreenOrientationType = 6;
int32 ThirdID = 7;
}
message DB_ThirdPlatformGameMappingArray {
repeated DB_ThirdPlatformGameMapping Arr = 1;
}
message DB_Tips {
int32 Id = 1;
repeated int32 GameId = 2;
string Des = 3;
}
message DB_TipsArray {
repeated DB_Tips Arr = 1;
}
message DB_VIP {
int32 Id = 1;
string Name = 2;
int32 Count = 3;
int32 VipExp = 4;
repeated int32 Privilege1 = 5;
repeated int32 Privilege2 = 6;
int32 ShopId2 = 7;
repeated int32 Privilege3 = 8;
int32 Privilege4 = 9;
int32 Privilege5 = 10;
int32 Privilege6 = 11;
map<int64, int64> Privilege7 = 12;
int32 Privilege7Price = 13;
int32 ShopId7 = 14;
int32 Privilege8 = 15;
repeated int32 Param = 16;
repeated int32 RewardOutlineID = 17;
map<int64, int64> Award = 18;
int32 MatchFreeTimes = 19;
}
message DB_VIPArray {
repeated DB_VIP Arr = 1;
}