syntax = "proto3"; package ET; import 'Common.proto'; message HttpGetRouterResponse { repeated string Realms = 1; repeated string Routers = 2; } message RouterSync { uint32 ConnectId = 1; string Address = 2; } //ResponseType M2C_TestResponse message C2M_TestRequest // IActorLocationRequest { int32 RpcId = 1; string request = 2; } message M2C_TestResponse // IActorLocationResponse { int32 RpcId = 1; int32 Error = 2; string Message = 3; string response = 4; } //ResponseType Actor_TransferResponse message Actor_TransferRequest // IActorLocationRequest { int32 RpcId = 1; int32 MapIndex = 2; } message Actor_TransferResponse // IActorLocationResponse { int32 RpcId = 1; int32 Error = 2; string Message = 3; } //ResponseType G2C_EnterMap message C2G_EnterMap // IRequest { int32 RpcId = 1; } message G2C_EnterMap // IResponse { int32 RpcId = 1; int32 Error = 2; string Message = 3; // 自己unitId int64 MyId = 4; } message M2C_CreateUnits // IActorMessage { repeated UnitInfo Units = 1; } message M2C_CreateMyUnit // IActorMessage { UnitInfo Unit = 1; } message M2C_StartSceneChange // IActorMessage { int64 SceneInstanceId = 1; string SceneName = 2; } message C2M_PathfindingResult // IActorLocationMessage { int32 RpcId = 1; Unity.Mathematics.float3 Position = 2; } message M2C_PathfindingResult // IActorMessage { int64 Id = 1; Unity.Mathematics.float3 Position = 2; repeated Unity.Mathematics.float3 Points = 3; } //ResponseType G2C_Ping message C2G_Ping // IRequest { int32 RpcId = 1; } message G2C_Ping // IResponse { int32 RpcId = 1; int32 Error = 2; string Message = 3; int64 Time = 4; } message G2C_Test // IMessage { } //ResponseType M2C_Reload message C2M_Reload // IRequest { int32 RpcId = 1; string Account = 2; string Password = 3; } message M2C_Reload // IResponse { int32 RpcId = 1; int32 Error = 2; string Message = 3; } //ResponseType R2C_Login message C2R_Login // IRequest { int32 RpcId = 1; string Account = 2; // 帐号 string Password = 3; // 密码 } message R2C_Login // IResponse { int32 RpcId = 1; int32 Error = 2; string Message = 3; string Address = 4; int64 Key = 5; int64 GameId = 6; } //ResponseType G2C_LoginGame message C2G_LoginGame // IRequest { int32 RpcId = 1; int64 Key = 2; // 帐号 int64 GameId = 3; } message G2C_LoginGame // IResponse { int32 RpcId = 1; int32 Error = 2; string Message = 3; PlayerInfo Player = 4; bool IsInRoom = 5; // 是否在房间中 } //ResponseType G2C_CreatRoom message C2G_CreatRoom // IRequest { int32 RpcId = 1; } message G2C_CreatRoom // IResponse { int32 RpcId = 1; int32 Error = 2; string Message = 3; int64 OwnerId = 4; // 房主id repeated PlayerInfo PlayerList = 5; // 房间玩家列表 } message G2C_TestHotfixMessage // IMessage { string Info = 1; } //ResponseType M2C_TransferMap message C2M_TransferMap // IActorLocationRequest { int32 RpcId = 1; } message M2C_TransferMap // IActorLocationResponse { int32 RpcId = 1; int32 Error = 2; string Message = 3; } //ResponseType G2C_Benchmark message C2G_Benchmark // IRequest { int32 RpcId = 1; } message G2C_Benchmark // IResponse { int32 RpcId = 1; int32 Error = 2; string Message = 3; }