Proto2

package
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Published: May 29, 2019 License: BSD-3-Clause Imports: 3 Imported by: 0

Documentation

Index

Constants

View Source
const (
	Error_PROTO2 = iota

	G_Error_All_Proto // G_Error_All_Proto == 1    错误

)

Error_Proto 的子协议

View Source
const (
	INITDSQ                         = iota //  INITDSQ == 0
	DSQ2GW_ConnServerProto2                //  DSQ2GW_ConnServerProto2 == 1 DSQ主动链接 主动链接 gateway 进行注册
	GW2DSQ_ConnServerProto2                //  GW2DSQ_ConnServerProto2 == 2 选择链接
	GW2DSQ_InitGameProto2                  //  GW2DSQ_InitGameProto2   == 3  初始化协议-- 相当于注册
	DSQ2GW_InitGameProto2                  //  GW2DSQ_InitGameProto2   == 4
	GW2DSQ_PlayerStirChessProto2           //  GW2DSQ_PlayerStirChessProto2 == 5   玩家翻棋子
	DSQ2GW_PlayerStirChessProto2           //  DSQ2GW_PlayerStirChessProto2 == 6   广播同一个桌子上的,且接受到此协议后,已经移动的再无法移动棋子,对手获取操作权限
	GW2DSQ_PlayerMoveChessProto2           //  GW2DSQ_PlayerMoveChessProto2 == 7   玩家移动棋子
	DSQ2GW_PlayerMoveChessProto2           //  DSQ2GW_PlayerMoveChessProto2 == 8
	GW2DSQ_PlayerGiveUpProto2              //  GW2DSQ_PlayerGiveUpProto2 == 9玩家放弃
	DSQ2GW_BroadCast_GameOverProto2        //  DSQ2GW_BroadCast_GameOverProto2 ==10 结算
	DB_GameOverProto2                      //  DB_GameOverProto2 ==11 DB结算
	DSQ_GameHintProto2                     //  DSQ_GameHintProto2 ==12 斗兽棋通知
	GW2DSQ_PlayerRelinkGameProto2          //  GW2DSQ_PlayerRelinkGameProto2 == 13  玩家重新链接游戏
	DSQ2GW_PlayerRelinkGameProto2          //  DSQ2GW_PlayerRelinkGameProto2 == 14

)

G_GameDSQ_Proto == 10 斗兽棋

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const (
	DSQINIT_QZ = iota // DSQ_QZ == 0
	Elephant          // elephant == 1  大象
	Lion              // lion == 2 		狮子
	Tiger             // tiger == 3 	老虎
	Leopard           // leopard == 4 	豹子
	Wolf              // wolf == 5 		狼
	Dog               // dog == 6 		狗
	Cat               // cat == 7 		猫
	Mouse             // mouse == 8 	老鼠
)

斗兽棋的棋子类型

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const (
	FANGXIANGINIT = iota // FANGXIANGINIT == 0
	UP                   // UP 		== 1
	DOWN                 // DOWN 	== 2
	LEFT                 // LEFT 	== 3
	RIGHT                // RIGHT 	== 4
)

棋子的行动的方向

View Source
const (
	ITYPEINIY    = iota // ITYPEINIY == 0
	MOVE                // MOVE == 1         正常移动
	DISAPPEAR           // DISAPPEAR == 2 	 自残
	ALLDISAPPEAR        // ALLDISAPPEAR == 3 同归于尽
	BEAT                // BEAT == 4         击败对方
	TEAMMATE            // TEAMMATE == 5     队友
	MOVESUCC            // MOVESUCC == 6     移动成功
	MOVEFAIL            // MOVEFAIL == 7     移动失败
	DATAERROR           // DATAERROR == 8    数据错误    玩家的棋子已经被吃掉不存在了
	DATANOEXIT          // DATANOEXIT == 9   数据不存在  棋子的数据大于 16或者小于0
)

棋子的攻击方式

View Source
const (
	GAMEINIT                      = iota // GAMEINIT == 0
	W2GMS_Modify_PlayerDataProto2        // W2GMS_Modify_PlayerDataProto2 == 1 修改玩家的数据 :web请求 GM 系统
	GMS2W_Modify_PlayerDataProto2        // GMS2W_Modify_PlayerDataProto2 == 2

	/*
	   邮件 and 跑马灯
	*/
	W2GMS_Modify_PlayerEmailDataProto2 // W2GMS_Modify_PlayerEmailDataProto2  == 3 修改邮件数据
	GMS2W_Modify_PlayerEmailDataProto2 // GMS2W_Modify_PlayerEmailDataProto2  == 4

	// 获取邮件
	W2GMS_Get_PlayerEmailDataProto2 // W2GMS_Modify_PlayerEmailDataProto2  == 5 修改邮件数据
	GMS2W_Get_PlayerEmailDataProto2 // GMS2W_Modify_PlayerEmailDataProto2  == 6

	// 修改邮件
	W2GMS_Update_PlayerEmailDataProto2 // W2GMS_Modify_PlayerEmailDataProto2  == 7 修改邮件数据
	GMS2W_Update_PlayerEmailDataProto2 // GMS2W_Modify_PlayerEmailDataProto2  == 8

)

G_GameGM_Proto == 11 子协议

View Source
const (
	MODIFYINIT     = iota //  MODIFYINIT == 0
	MODIFY_COIN           //  MODIFY_COIN == 1     修改金币
	MODIFY_LEV            //  MODIFY_LEV == 2      修改等级,大厅的等级
	MODIFY_MASONRY        //  MODIFY_MASONRY == 3  修改砖石
	MODIFY_MCARD          //  MODIFY_MCARD == 4    修改福卡
	MODIFY_VIP_LEV        //  MODIFY_VIP_LEV == 5  修改VIP等级
)
View Source
const (
	INIT_PROTO2 = iota

	C2S_PlayerLoginProto2 // C2S_PlayerLoginProto2 == 1    用户登陆协议
	S2C_PlayerLoginProto2 // S2C_PlayerLoginProto2 == 2

	C2S_ChooseRoomProto2 // C2S_ChooseRoomProto2 == 3    选择房间
	S2C_ChooseRoomProto2 // S2C_ChooseRoomProto2 == 4

	C2S_PlayerRunProto2 // C2S_PlayerRunProto2 == 5    模拟走路
	S2C_PlayerRunProto2 // S2C_PlayerRunProto2 == 6

)

GameData_Proto 的子协议

View Source
const (
	INIT_HALL = iota

	C2S_HallPlayerLoginProto2 // C2S_HallPlayerLoginProto2 == 1    用户登陆协议
	S2C_HallPlayerLoginProto2 // S2C_HallPlayerLoginProto2 == 2

)

G_GameHall_Proto 的子协议

View Source
const (
	INIT_GameLogin       = iota
	C2GL_GameLoginProto2 // C2GL_GameLoginProto2 == 1      client -->登录请求
	GL2C_GameLoginProto2 // GL2C_GameLoginProto2 == 2      返回数据
)

G_GameLogin_Proto 的子协议 属于HTTP 与 DBserver 进行通信 获取到登录正确的信息后,token 返回给网关server

View Source
const (
	INIT_NetPROTO2           = iota
	Net_HeartBeatProto2      // Net_HeartBeatProto2 == 1      心跳协议
	Net_Kicking_PlayerProto2 // Net_Kicking_PlayerProto2 == 2 踢人
	Net_RelinkProto2         // Net_RelinkProto2 == 3         断线重新链接

)

GameNet_Proto 的子协议

View Source
const (
	ININGATEWAY                      = iota // ININGATEWAY == 0
	C2GWS_PlayerLoginProto2                 // C2GWS_PlayerLoginProto2 == 1 登陆协议
	S2GWS_PlayerLoginProto2                 // S2GWS_PlayerLoginProto2 == 2
	GateWay_HeartBeatProto2                 // GateWay_HeartBeatProto2 == 3 心跳协议
	GateWay_RelinkProto2                    // GateWay_RelinkProto2 == 4 断线重新链接协议
	C2GWS_PlayerChooseGameProto2            // C2GWS_PlayerChooseGameProto2 == 5  // 玩家选择游戏
	S2GWS_PlayerChooseGameProto2            // S2GWS_PlayerChooseGameProto2 == 6
	C2GWS_PlayerChooseGameModeProto2        // C2GWS_PlayerChooseGameModeProto2 == 7  // 玩家选择游戏模式
	S2GWS_PlayerChooseGameModeProto2        // S2GWS_PlayerChooseGameModeProto2 == 8
	C2GWS_PlayerGameInitProto2              // C2GWS_PlayerGameInitProto2 == 9  // 匹配成功后,客户端下发获取初始化牌型
	S2GWS_PlayerGameInitProto2              // S2GWS_PlayerGameInitProto2 == 10
	C2GWS_QuitMatchProto2                   // C2GWS_QuitMatchProto2 == 11 退出协议
	S2GWS_QuitMatchProto2                   // S2GWS_QuitMatchProto2 == 12
	GateWay_LogoutProto2                    // GateWay_LogoutProto2  == 13 玩家登出

	/*
	   斗兽棋 0表示空 1-8 A方,9-16 B方 ,17没有翻 ,18翻了
	*/
	C2GWS_PlayerStirChessProto2  // C2GWS_PlayerStirChessProto2 == 14   玩家翻棋子
	S2GWS_PlayerStirChessProto2  // S2GWS_PlayerStirChessProto2 == 15
	C2GWS_PlayerMoveChessProto2  // C2GWS_PlayerMoveChessProto2 == 16   玩家移动
	S2GWS_PlayerMoveChessProto2  // S2GWS_PlayerMoveChessProto2 == 17
	C2GWS_PlayerGiveUpProto2     // C2GWS_PlayerGiveUpProto2 == 18  玩家放弃、认输
	BroadCast_GameOverProto2     // BroadCast_GameOverProto2 == 19  广播玩家游戏结束
	BroadCast_GameHintProto2     // BroadCast_GameHintProto2 == 20  广播玩家第七个回合没有吃
	C2GWS_PlayerRelinkGameProto2 // C2GWS_PlayerRelinkGameProto2 == 21  玩家重新链接游戏
	S2GWS_PlayerRelinkGameProto2 // S2GWS_PlayerRelinkGameProto2 == 22
	/*
		邮件系统
	*/
	C2GWS_GetPlayerEmailListProto2 // C2GWS_GetPlayerEmailListProto2 == 23   获取邮件列表
	S2GWS_GetPlayerEmailListProto2 // S2GWS_GetPlayerEmailListProto2 == 24

	C2GWS_ReadOrDelPlayerEmailProto2 // C2GWS_ReadOrDelPlayerEmailProto2 == 25   读取或者删除
	S2GWS_ReadOrDelPlayerEmailProto2 // S2GWS_ReadOrDelPlayerEmailProto2 == 26

	Broadcast_NoticePlayerEmailProto2 // Broadcast_NoticePlayerEmailProto2 == 27   邮件通知

	/*
	   消息系统
	*/
	Broadcast_MsgNoticePlayerProto2 // Broadcast_MsgNoticePlayerProto2 == 28   消息通知
	Broadcast_PlayerUpGradeProto2   // Broadcast_PlayerUpGradeProto2 == 29     玩家升级

	/*
	   比赛系统: 报名,报名成功,根据绝体日期进行比赛
	*/
	C2GWS_RaceBaoMingProto2 // C2GWS_RaceBaoMingProto2 == 30   比赛报名
	S2GWS_RaceBaoMingProto2 // S2GWS_RaceBaoMingProto2 == 31

	GGW_Broadcast_GameRaceStartProto2  // GGW_Broadcast_GameRaceStartProto2 == 32  比赛开始发送比赛的房间信息
	GGW_Broadcast_GameRaceDataProto2   // GGW_Broadcast_GameRaceDataProto2 == 33  实时更新 比赛的信息
	GGW_Broadcast_GameRaceResultProto2 // GGW_Broadcast_GameRaceResultProto2 == 34  比赛结束

)

G_GateWay_Proto

View Source
const (
	ININGlobal                          = iota // 0
	G2GW_ConnServerProto2                      // G2GW_ConnServerProto2 == 1 Global主动链接 gateway
	GW2G_ConnServerProto2                      // GW2G_ConnServerProto2 == 2 选择链接
	GW2G_HeartBeatProto2                       // GW2G_HeartBeatProto2 ==  3  心跳协议  保活的操作
	G2GW_PlayerMatchProto2                     // G2GW_PlayerMatchProto2 == 4 玩家发送匹配的协议
	GW2G_PlayerMatchProto2                     // GW2G_PlayerMatchProto2 == 5 服务器返回数据对应匹配机制
	G2GW_PlayerEntryHallProto2                 // G2GW_PlayerEntryHallProto2 == 6 玩家进入大厅,显示的数据
	GW2G_PlayerEntryHallProto2                 // GW2G_PlayerEntryHallProto2 == 7
	G2GW_PlayerMatchGameProto2                 // G2GW_PlayerMatchGameProto2 == 8 玩家选择游戏匹配
	GW2G_PlayerMatchGameProto2                 // GW2G_PlayerMatchGameProto2 == 9
	GW2G_PlayerQuitMatchGameProto2             // GW2G_PlayerQuitMatchGameProto2 == 10 玩家退出匹配
	G2GW_PlayerQuitMatchGameProto2             // G2GW_PlayerQuitMatchGameProto2 == 11 玩家退出匹配
	GW2G_GetPlayerEmailListProto2              // GW2G_GetPlayerEmailListProto2 == 12   获取邮件列表
	G2GW_GetPlayerEmailListProto2              // G2GW_GetPlayerEmailListProto2 == 13
	GW2G_ReadOrDelPlayerEmailProto2            // GW2G_ReadOrDelPlayerEmailProto2 == 14   读取或者删除
	G2GW_ReadOrDelPlayerEmailProto2            // G2GW_ReadOrDelPlayerEmailProto2 == 15
	G_Broadcast_NoticePlayerEmailProto2        // G_Broadcast_NoticePlayerEmailProto2 ==16   邮件通知
	G_Broadcast_MsgNoticePlayerProto2          // Broadcast_MsgNoticePlayerProto2 == 17 消息通知
)

G_GameGlobal_Proto == 9 负责全局的游戏逻辑 的子协议 注:server类型为单点

View Source
const (
	GameRaceINIT                    = iota // 协议初始化
	C2S_GameRaceBaoMingProto2              // C2S_GameRaceBaoMingProto2 ==1            游戏报名
	S2C_GameRaceBaoMingProto2              // S2C_GameRaceBaoMingProto2 ==2            服务器返回数据
	G_Broadcast_GameRaceStartProto2        // G_Broadcast_GameRaceStartProto2 ==3      比赛开始发送比赛的房间信息
	G_Broadcast_GameRaceDataProto2         // G_Broadcast_GameRaceDataProto2 ==4       广播比赛信息,包括正在比赛的玩家和结束的玩家
	// 循环赛:人数限制需要配置,胜利场数排序
	G_Broadcast_GameRaceResultProto2 // G_Broadcast_GameRaceResultProto2 ==5           循环赛结果全部发给每个客户端,按照胜利次数排行。

)

G_GameRace_Proto == 13 子协议

View Source
const (
	ININSNAKE              = iota
	C2S_PlayerLoginSProto2 // PlayerLoginSProto2 == 1 登陆协议
	S2S_PlayerLoginSProto2 // S2S_PlayerLoginSProto2 == 2 登陆协议

	C2S_PlayerEntryGameProto2 // C2S_PlayerEntryGameProto2 == 3 进入游戏
	S2S_PlayerEntryGameProto2 // S2S_PlayerEntryGameProto2 == 4

	C2S_PlayerMoveProto2 // C2S_PlayerMoveProto2 == 5 移动操作
	S2S_PlayerMoveProto2 // S2S_PlayerMoveProto2 == 6

	C2S_PlayerAddGameProto2 // C2S_PlayerAddGameProto2 == 7 玩家进入匹配成功后进入游戏

	C2S_PlayerGameOverProto2 // C2S_PlayerGameOverProto2 == 8 游戏结束的协议 也是房间内广播

)

Variables

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var DSQ_GameExp int = 10
View Source
var DSQ_GameID int = 10001

Functions

This section is empty.

Types

type BroadCast_GameHint

type BroadCast_GameHint struct {
	Protocol  int
	Protocol2 int
	Itype     int
	ResultID  int
}

------------------------------------------------------------------------------ BroadCast_GameHintProto2

type BroadCast_GameOver

type BroadCast_GameOver struct {
	Protocol        int
	Protocol2       int
	IsDraw          bool                   // 是否是平局  true表示平局,false表示不是平局
	RoomID          string                 // 房间列表
	FailGameLev_Exp string                 // 格式: 1,10
	SuccGameLev_Exp string                 // 格式: 1,10
	FailPlayer      map[string]interface{} // 失败者
	SuccPlayer      map[string]interface{} //*player.PlayerSt // 胜利者
}

------------------------------------------------------------------------------ BroadCast_GameOverProto2

type Broadcast_MsgNoticePlayer

type Broadcast_MsgNoticePlayer struct {
	Protocol  int
	Protocol2 int
	MsgData   map[string]interface{}
}

------------------------------------------------------------------------------ Broadcast_MsgNoticePlayerEmailProto2

type Broadcast_NoticePlayerEmail

type Broadcast_NoticePlayerEmail struct {
	Protocol  int
	Protocol2 int
	EmailData map[string]interface{}
}

------------------------------------------------------------------------------ Broadcast_NoticePlayerEmailProto2

type Broadcast_PlayerUpGrade

type Broadcast_PlayerUpGrade struct {
	Protocol   int
	Protocol2  int
	OpenID     string // 玩家唯一的ID
	BeforeLev  int
	UpGradeLev int
	NowExp     int
	AllExp     int // 到达下一级的经验
}

------------------------------------------------------------------------------ Broadcast_PlayerUpGradeProto2

type C2GL_GameLogin

type C2GL_GameLogin struct {
	Protocol  int    // 主协议
	Protocol2 int    // 子协议
	LoginName string // 登录名字
	LoginPW   string // 登录密码
	Timestamp int    // 时间戳
}

------------------------------------------------------------------------------ C2GL_GameLoginProto2 客户端请求协议

type C2GWS_GetPlayerEmailList

type C2GWS_GetPlayerEmailList struct {
	Protocol  int
	Protocol2 int
	OpenID    string
}

------------------------------------------------------------------------------ C2GWS_GetPlayerEmailListProto2

type C2GWS_PlayerChooseGame

type C2GWS_PlayerChooseGame struct {
	Protocol  int
	Protocol2 int
	OpenID    string // 玩家唯一的ID 信息
	GameID    string // 游戏ID
	Timestamp int    // 时间戳
}

------------------------------------------------------------------------------ C2GWS_PlayerChooseGameProto2 玩家请求进入游戏

type C2GWS_PlayerChooseGameMode

type C2GWS_PlayerChooseGameMode struct {
	Protocol  int
	Protocol2 int
	OpenID    string // 玩家唯一标识
	Itype     string // Itype == 1:表示主动选择房间;Itype == 2:表示快速开始
	RoomID    string // 房间ID
}

------------------------------------------------------------------------------ C2GWS_PlayerChooseGameModeProto2 玩家选择游戏模式

type C2GWS_PlayerGameInit

type C2GWS_PlayerGameInit struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	RoomUID   string
}

------------------------------------------------------------------------------ C2GWS_PlayerGameInitProto2

type C2GWS_PlayerGiveUp

type C2GWS_PlayerGiveUp struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	RoomUID   int
}

------------------------------------------------------------------------------ C2GWS_PlayerGiveUpProto2 认输

type C2GWS_PlayerLogin

type C2GWS_PlayerLogin struct {
	Protocol      int
	Protocol2     int
	PlayerUID     string // APP 的UID
	PlayerName    string // 玩家的名字
	HeadUrl       string // 头像
	Constellation string // 星座
	PlayerSchool  string // 玩家的学校
	Sex           string // 性别
	Token         string
}

C2GWS_PlayerLoginProto2 登陆 客户端--> 服务器

type C2GWS_PlayerMoveChess

type C2GWS_PlayerMoveChess struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	RoomUID   int
	OldPos    string // 原来坐标
	MoveDir   int    // 移动的方向,UP == 1,DOWN 	== 2,LEFT 	== 3,RIGHT 	== 4
}

------------------------------------------------------------------------------ C2GWS_PlayerMoveChessProto2

type C2GWS_PlayerRelinkGame

type C2GWS_PlayerRelinkGame struct {
	Protocol  int
	Protocol2 int
	Itype     int // 暂时不用字段
	OpenID    string
	RoomUID   int
}

------------------------------------------------------------------------------ C2GWS_PlayerRelinkGameProto2

type C2GWS_PlayerStirChess

type C2GWS_PlayerStirChess struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	RoomUID   int
	StirPos   string // 翻动的位置 格式: x,y
}

------------------------------------------------------------------------------ C2GWS_PlayerStirChessProto2

type C2GWS_QuitMatch

type C2GWS_QuitMatch struct {
	Protocol  int
	Protocol2 int
	OpenID    string
}

------------------------------------------------------------------------------ C2GWS_QuitMatchProto2 玩家退出匹配

type C2GWS_RaceBaoMing

type C2GWS_RaceBaoMing struct {
	Protocol  int
	Protocol2 int
	OpenID    string // 玩家唯一的ID
}

------------------------------------------------------------------------------ C2GWS_RaceBaoMingProto2

type C2GWS_ReadOrDelPlayerEmail

type C2GWS_ReadOrDelPlayerEmail struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	Itype     int // 1:读取打开,2:删除,3:领取附件
	EmailID   int // 邮件ID
}

------------------------------------------------------------------------------ C2GWS_ReadOrDelPlayerEmailProto2

type C2S_GameRaceBaoMing

type C2S_GameRaceBaoMing struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	Itype     int // 1:参加循环赛,2:参加积分赛,3:参加段位赛
}

------------------------------------------------------------------------------ C2S_GameRaceBaoMingProto2 游戏报名

type C2S_HallPlayerLogin

type C2S_HallPlayerLogin struct {
	Protocol  int    // 主协议 -- 模块化
	Protocol2 int    // 子协议 -- 模块化的功能
	Token     string // 信息 token
}

客户端-->服务器 C2S_HallPlayerLoginProto2

type C2S_PlayerAddGame

type C2S_PlayerAddGame struct {
	Protocol      int
	Protocol2     int
	OpenID        string // 玩家的唯一的标识, 另外一个玩家的唯一标识
	RoomID        int    // 房间ID
	PlayerHeadURL string // 玩家的头像数据
	Init_X        int    // 初始化X
	Init_Y        int    // 初始化Y
}

C2S_PlayerAddGameProto2 玩家进入匹配成功后进入游戏 服务器生产虚拟地图 -- 防止外挂修改本地数据导致数据不正确!!!!

type C2S_PlayerEntryGame

type C2S_PlayerEntryGame struct {
	Protocol  int
	Protocol2 int
	Code      string //临时码
	Icode     int
}

进入游戏匹配

type C2S_PlayerLogin

type C2S_PlayerLogin struct {
	Protocol      int    // 主协议 -- 模块化
	Protocol2     int    // 子协议 -- 模块化的功能
	Itype         int    // 1 登陆,2 代表注册
	Code          string // 微信授权CODE
	StrLoginName  string
	StrLoginPW    string // 加密的数据
	StrLoginEmail string // 收取验证码的
}

----------------------------------------------------------------------------- 客户端-->服务器 C2S_PlayerLoginProto2

type C2S_PlayerLoginS

type C2S_PlayerLoginS struct {
	Protocol   int
	Protocol2  int
	Login_Name string
	Login_PW   string
}

登陆 客户端--> 服务器

type C2S_PlayerMove

type C2S_PlayerMove struct {
	Protocol  int
	Protocol2 int
	OpenID    string // 玩家的唯一的标识
	RoomID    int    // 房间ID
	OP_ULRDP  string // 玩家操作的方式:移动的方向
}

移动操作

type C2S_PlayerRun

type C2S_PlayerRun struct {
	Protocol  int    // 主协议 -- 模块化
	Protocol2 int    // 子协议 -- 模块化的功能
	OpenID    string // 角色的ID 信息 token --
	StrRunX   string
	StrRunY   string
	StrRunZ   string // Z
}

客户端-->服务器 C2S_PlayerRunProto2

type DB_GameOver

type DB_GameOver struct {
	OpenID    string
	GameID    int
	GameLev   int
	GameExp   int
	GameScore int
	GameItem  string // 游戏道具
	GameTime  int    // 游戏的时间
}

------------------------------------------------------------------------------ 修改DB的协议

type DSQ2GW_BroadCast_GameOver

type DSQ2GW_BroadCast_GameOver struct {
	Protocol        int
	Protocol2       int
	OpenIDA         string // 失败者
	OpenIDB         string // 胜利者
	IsDraw          bool   // 是否是平局
	FailGameLev_Exp string // 格式: 1,0
	SuccGameLev_Exp string // 格式: 1,10
	//	FailPlayer      map[string]*player.PlayerSt // 失败者
	//	SuccPlayer      map[string]*player.PlayerSt // 胜利者
	FailPlayer map[string]interface{} // 失败者
	SuccPlayer map[string]interface{} // 胜利者
}

DSQ2GW_BroadCast_GameOverProto2

type DSQ2GW_ConnServer

type DSQ2GW_ConnServer struct {
	Protocol  int
	Protocol2 int
	ServerID  string //全局配置 唯一的也是
}

------------------------------------------------------------------------------ DSQ2GW_ConnServerProto2

type DSQ2GW_InitGame

type DSQ2GW_InitGame struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	RoomID    string
	SeatNum   int       // 0 1
	InitData  [4][4]int // 斗兽棋的棋盘的数据
}

DSQ2GW_InitGameProto2

type DSQ2GW_PlayerMoveChess

type DSQ2GW_PlayerMoveChess struct {
	Protocol  int
	Protocol2 int
	OpenIDA   string
	OpenIDB   string
	RoomUID   int
	OldPos    string // 原来坐标
	NewPos    string // 新坐标
	ResultID  int
}

DSQ2GW_PlayerMoveChessProto2 广播 同一个房间

type DSQ2GW_PlayerRelinkGame

type DSQ2GW_PlayerRelinkGame struct {
	Protocol  int
	Protocol2 int
	OpenIDA   string
	OpenIDB   string
	LeftTime  int
	ChessData [4][4]int
}

DSQ2GW_PlayerRelinkGameProto2

type DSQ2GW_PlayerStirChess

type DSQ2GW_PlayerStirChess struct {
	Protocol  int
	Protocol2 int
	OpenID    string // 谁翻动了棋子
	OpenID_b  string // 另外一个人的ID
	StirPos   string // 翻动的位置  格式:x,y
	ChessNum  int    // 1 - 16 正数
	ResultID  int
}

DSQ2GW_PlayerStirChessProto2

type DSQ_GameHint

type DSQ_GameHint struct {
	Protocol  int
	Protocol2 int
	OpenIDA   string
	OpenIDB   string
	Itype     int
	ResultID  int
}

------------------------------------------------------------------------------ DSQ_GameHintProto2

type G2GW_ConnServer

type G2GW_ConnServer struct {
	Protocol  int
	Protocol2 int
	ServerID  string //全局配置 唯一的也是
}

------------------------------------------------------------------------------ G2GW_ConnServerProto2 去gateway去链接

type G2GW_GetPlayerEmailList

type G2GW_GetPlayerEmailList struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	EmailData map[int]*player.EmailST
}

G2GW_GetPlayerEmailListProto2

type G2GW_PlayerEntryHall

type G2GW_PlayerEntryHall struct {
	Protocol      int
	Protocol2     int
	UID           string // 用户唯一ID,app的数据库的ID信息
	OpenID        string // 用户唯一ID
	PlayerName    string // 玩家的名字
	HeadUrl       string // 头像
	Constellation string // 星座
	PlayerSchool  string // 学校
	Sex           string // 性别
	Token         string // 数据验证
}

------------------------------------------------------------------------------ G2GW_PlayerEntryHallProto2

type G2GW_PlayerMatch

type G2GW_PlayerMatch struct {
	Protocol   int
	Protocol2  int
	GWServerID int    // 网关的ID信息,主要是数据统计需要
	Type       int    // 匹配类型,1 1V1 ,2 2V2 ,3 5V5
	OpenID     string // 用户唯一ID
}

------------------------------------------------------------------------------ G2GW_PlayerMatchProto2 玩家发送匹配的协议

type G2GW_PlayerMatchGame

type G2GW_PlayerMatchGame struct {
	Protocol  int
	Protocol2 int
	OpenID    string // 玩家唯一标识
	Itype     string // Itype == 1:表示主动选择房间;Itype == 2:表示快速开始
	RoomID    string // 房间ID
}

------------------------------------------------------------------------------ G2GW_PlayerMatchGameProto2

type G2GW_PlayerQuitMatchGame

type G2GW_PlayerQuitMatchGame struct {
	Protocol  int
	Protocol2 int
	OpenID    string // 玩家唯一标识
	ResultID  int    // 结果ID == 1表示成功; 0:表示失败
}

G2GW_PlayerQuitMatchGameProto2 退出的协议

type G2GW_ReadOrDelPlayerEmail

type G2GW_ReadOrDelPlayerEmail struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	Itype     int // 0:失败,1:读取打开,2:删除,3:领取附件
	EmailID   int // 邮件ID
}

G2GW_ReadOrDelPlayerEmailProto2

type GGW_Broadcast_GameRaceData

type GGW_Broadcast_GameRaceData struct {
	Protocol  int
	Protocol2 int
	Racing    int // 比赛中
	Raced     int // 结束
}

------------------------------------------------------------------------------ GGW_Broadcast_GameRaceDataProto2

type GGW_Broadcast_GameRaceStart

type GGW_Broadcast_GameRaceStart struct {
	Protocol  int
	Protocol2 int
	RoomTmpID int // 自动匹配成功的房间ID信息
	OpenIDA   string
	OpenIDB   string
}

------------------------------------------------------------------------------ GGW_Broadcast_GameRaceStartProto2

type GGameList

type GGameList struct {
}

游戏中的结构体

type GL2C_GameLogin

type GL2C_GameLogin struct {
	Protocol    int                          // 主协议
	Protocol2   int                          // 子协议
	Tocken      string                       // server 验证加密数据
	PlayerST    *player.PlayerSt             // 玩家的结构
	GateWayST   *player.GateWayList          // 大厅链接地址
	GameList    map[string]*conf.GameList    // 游戏列表
	GameListNew map[string]*conf.GameListNew // 游戏列表New
	BannerList  map[string]*conf.Banner      // 广告列表
	RaceList    map[string]*conf.RaceList    // 广告列表
}

GL2C_GameLoginProto2 登录服务器返回给客户端协议

type GMS2W_Get_PlayerEmailData

type GMS2W_Get_PlayerEmailData struct {
	Protocol  int
	Protocol2 int
	ResultID  int
	EmailData map[int]*player.EmailGM // 邮件的消息
}

type GMS2W_Modify_PlayerData

type GMS2W_Modify_PlayerData struct {
	Protocol  int
	Protocol2 int
	Isucc     bool
}

GMS2W_Modify_PlayerDataProto2 返回的操作是否成功

type GMS2W_Modify_PlayerEmailData

type GMS2W_Modify_PlayerEmailData struct {
	Protocol  int
	Protocol2 int
	IMsgtype  int // 1:表示邮件,2:跑马灯消息
	ResultID  int // 结果ID,0:表示成功
}

GMS2W_Modify_PlayerEmailDataProto2

type GMS2W_Update_PlayerEmailData

type GMS2W_Update_PlayerEmailData struct {
	Protocol  int
	Protocol2 int
	ResultID  int
}

type GW2DSQ_ConnServer

type GW2DSQ_ConnServer struct {
	Protocol  int
	Protocol2 int
	ServerID  string //全局配置 唯一的也是
}

GW2DSQ_ConnServerProto2

type GW2DSQ_InitGame

type GW2DSQ_InitGame struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	RoomID    string
}

------------------------------------------------------------------------------ GW2DSQ_InitGameProto2

type GW2DSQ_PlayerGiveUp

type GW2DSQ_PlayerGiveUp struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	RoomUID   int
}

------------------------------------------------------------------------------ GW2DSQ_PlayerGiveUpProto2

type GW2DSQ_PlayerMoveChess

type GW2DSQ_PlayerMoveChess struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	RoomUID   int
	OldPos    string // 原来坐标
	MoveDir   int    // 移动的方向,UP == 1,DOWN 	== 2,LEFT 	== 3,RIGHT 	== 4
}

------------------------------------------------------------------------------ GW2DSQ_PlayerMoveChessProto2

type GW2DSQ_PlayerRelinkGame

type GW2DSQ_PlayerRelinkGame struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	RoomUID   int
}

------------------------------------------------------------------------------ GW2DSQ_PlayerRelinkGameProto2

type GW2DSQ_PlayerStirChess

type GW2DSQ_PlayerStirChess struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	RoomUID   int
	StirPos   string // 翻动的位置 格式: x,y
}

------------------------------------------------------------------------------ GW2DSQ_PlayerStirChessProto2

type GW2G_ConnServer

type GW2G_ConnServer struct {
	Protocol  int
	Protocol2 int
	ServerID  string
}

GW2G_ConnServerProto2 返回的数据链接

type GW2G_GetPlayerEmailList

type GW2G_GetPlayerEmailList struct {
	Protocol  int
	Protocol2 int
	OpenID    string
}

------------------------------------------------------------------------------ GW2G_GetPlayerEmailListProto2

type GW2G_HeartBeat

type GW2G_HeartBeat struct {
	Protocol  int
	Protocol2 int
	ServerID  int //全局配置 唯一的也是
}

------------------------------------------------------------------------------ GW2G_HeartBeatProto2 心跳协议

type GW2G_PlayerEntryHall

type GW2G_PlayerEntryHall struct {
	Protocol      int
	Protocol2     int
	OpenID        string                      // 用户唯一ID
	PlayerName    string                      // 玩家的名字
	HeadUrl       string                      // 头像
	Constellation string                      // 星座
	Sex           string                      // 性别
	GamePlayerNum map[string]interface{}      // 每个游戏的玩家的人数,global server获取
	RacePlayerNum map[string]interface{}      // 大奖赛列表
	Personal      map[string]*player.PlayerSt // 个人信息
	// Personal     map[string]interface{} // 个人信息
	DefaultMsg   map[int]*player.MsgST  // 默认跑马灯消息
	DefaultAward map[string]interface{} // 默认兑换列表
	AllPlayer    map[string]interface{} // 玩家的信息
	IsNewEmail   bool                   // 是否有新邮件
}

GW2G_PlayerEntryHallProto2 查询需要返回的协议

type GW2G_PlayerMatch

type GW2G_PlayerMatch struct {
	Protocol  int
	Protocol2 int
	Type      int    // 匹配类型,1 1V1 ,2 2V2 ,3 5V5
	RoomInfo  string // 匹配成功后的房间中的信息
}

GW2G_PlayerMatchProto2 服务器返回数据对应匹配机制

type GW2G_PlayerMatchGame

type GW2G_PlayerMatchGame struct {
	Protocol  int
	Protocol2 int
	OpenID    string // 玩家唯一标识
	RoomUID   int    // 房间ID;注意匹配失败或者超时,数据为空
	//	MatchPlayer map[string]*match.RoomMatch // 匹配的玩家的信息;注意匹配失败或者超时,数据为空
	MatchPlayer map[string]interface{} // 匹配的玩家的信息;注意匹配失败或者超时,数据为空
	ChessBoard  []interface{}          // 棋盘的数据
	ResultID    int                    // 结果ID
}

GW2G_PlayerMatchGameProto2

type GW2G_PlayerQuitMatchGame

type GW2G_PlayerQuitMatchGame struct {
	Protocol  int
	Protocol2 int
	OpenID    string // 玩家唯一标识
}

------------------------------------------------------------------------------ GW2G_PlayerQuitMatchGameProto2 GateWay --> Global server

type GW2G_ReadOrDelPlayerEmail

type GW2G_ReadOrDelPlayerEmail struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	Itype     int // 1:读取打开,2:删除,3:领取附件
	EmailID   int
}

------------------------------------------------------------------------------ GW2G_ReadOrDelPlayerEmailProto2

type G_Broadcast_GameRaceData

type G_Broadcast_GameRaceData struct {
	Protocol  int
	Protocol2 int
	Racing    int // 比赛中
	Raced     int // 结束
}

------------------------------------------------------------------------------ G_Broadcast_GameRaceDataProto2 广播比赛信息,包括正在比赛的玩家和结束的玩家

type G_Broadcast_GameRaceResult

type G_Broadcast_GameRaceResult struct {
	Protocol   int
	Protocol2  int
	RaceResult map[string]interface{} // 比赛结果
}

------------------------------------------------------------------------------ G_Broadcast_GameRaceResultProto2 循环赛结果

type G_Broadcast_GameRaceStart

type G_Broadcast_GameRaceStart struct {
	Protocol  int
	Protocol2 int
	RoomTmpID int // 自动匹配成功的房间ID信息
	OpenIDA   string
	OpenIDB   string
}

------------------------------------------------------------------------------

G_Broadcast_GameRaceStartProto2   比赛开始

type G_Broadcast_MsgNoticePlayer

type G_Broadcast_MsgNoticePlayer struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	MsgData   map[int]*player.MsgST // 消息系统
}

------------------------------------------------------------------------------ G_Broadcast_MsgNoticePlayerProto2

type G_Broadcast_NoticePlayerEmail

type G_Broadcast_NoticePlayerEmail struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	EmailData map[int]*player.EmailST
}

------------------------------------------------------------------------------ G_Broadcast_NoticePlayerEmailProto2

type G_Error_All

type G_Error_All struct {
	Protocol  int    // 主协议 -- 模块化
	Protocol2 int    // 子协议 -- 模块化的功能
	ErrCode   string // 玩家的结构
	ErrMsg    string
}

错误处理

type GateWay_HeartBeat

type GateWay_HeartBeat struct {
	Protocol  int
	Protocol2 int
	OpenID    string // 65位 玩家的唯一ID -- server ---> client (多数不需验证OpenID)
}

GateWay_HeartBeatProto2 心跳协议

type GateWay_Logout

type GateWay_Logout struct {
	Protocol  int
	Protocol2 int
	OpenID    string // 玩家唯一ID
	ResultID  int    // 结果ID
}

------------------------------------------------------------------------------ GateWay_LogoutProto2 玩家登出

type GateWay_Relink struct {
	Protocol  int
	Protocol2 int
	OpenID    string // 玩家唯一ID
	Istate    int    // 玩家所在的位置状态信息,例如 在游戏中、在其他的环节等;游戏中等待
	ResultID  int    // 结果ID == 1表示成功; 0:表示失败
}

------------------------------------------------------------------------------ GateWay_RelinkProto2 重新链接网关

type GateWay_Relink1

type GateWay_Relink1 struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	Timestamp string
}

------------------------------------------------------------------------------ 断线重连 网关

type Net_HeartBeat

type Net_HeartBeat struct {
	Protocol  int    // 主协议 -- 模块化
	Protocol2 int    // 子协议 -- 模块化的功能
	OpenID    string // 65位 玩家的唯一ID -- server ---> client (多数不需验证OpenID)
}

心跳协议

type Net_Kicking_Player

type Net_Kicking_Player struct {
	Protocol  int    // 主协议 -- 模块化
	Protocol2 int    // 子协议 -- 模块化的功能
	OpenID    string // 玩家唯一ID
	ErrorCode int    // 错误码 10001 10002 10003
	StrMsg    string // 原因
}

踢人

type Net_Relink struct {
	Protocol     int    // 主协议 -- 模块化
	Protocol2    int    // 子协议 -- 模块化的功能
	OpenID       string // 玩家的唯一ID
	StrLoginName string //
	StrLoginPW   string // 加密的数据
	ISucc        bool   // 服务器返回的数据
}

断线重新链接 玩家的结构协议 ---- update

type PlayerSt

type PlayerSt struct {
	UID        int
	PlayerName string
	OpenID     string
}

玩家结构

type S2C_GameRaceBaoMing

type S2C_GameRaceBaoMing struct {
	Protocol  int
	Protocol2 int
	IState    int // 状态码 1:报名成功,2:报名已经结束,3:其他错误
}

S2C_GameRaceBaoMingProto2 游戏报名

type S2C_HallPlayerLogin

type S2C_HallPlayerLogin struct {
	Protocol  int                   // 主协议 -- 模块化
	Protocol2 int                   // 子协议 -- 模块化的功能
	GameList  map[string]*GGameList // 游戏列表

}

服务器-->N*客户端(广播出去所有的玩家)

type S2C_PlayerLogin

type S2C_PlayerLogin struct {
	Protocol   int       // 主协议 -- 模块化
	Protocol2  int       // 子协议 -- 模块化的功能
	PlayerData *PlayerSt // 玩家的结构
}

服务器-->客户端

type S2C_PlayerRun

type S2C_PlayerRun struct {
	Protocol  int    // 主协议 -- 模块化
	Protocol2 int    // 子协议 -- 模块化的功能
	OpenID    string // 角色的ID 信息 token --
	StrRunX   string
	StrRunY   string
	StrRunZ   string // Z
}

服务器-->N*客户端(广播出去所有的玩家)

type S2GWS_GetPlayerEmailList

type S2GWS_GetPlayerEmailList struct {
	Protocol  int
	Protocol2 int
	EmailData map[string]interface{}
}

S2GWS_GetPlayerEmailListProto2

type S2GWS_PlayerChooseGame

type S2GWS_PlayerChooseGame struct {
	Protocol  int
	Protocol2 int
	RoomList  interface{}
}

S2GWS_PlayerChooseGameProto2

type S2GWS_PlayerChooseGameMode

type S2GWS_PlayerChooseGameMode struct {
	Protocol    int
	Protocol2   int
	OpenID      string                 // 玩家唯一标识
	RoomUID     int                    // 房间ID;注意匹配失败或者超时,数据为空
	MatchPlayer map[string]interface{} // 匹配的玩家的信息;注意匹配失败或者超时,数据为空
	ChessBoard  []interface{}          // 棋盘的数据
	ResultID    int                    // 结果ID
}

S2GWS_PlayerChooseGameModeProto2 服务器返回数据

type S2GWS_PlayerGameInit

type S2GWS_PlayerGameInit struct {
	Protocol   int
	Protocol2  int
	OpenID     string
	RoomUID    int
	SeatNum    int           // 0 1
	ChessBoard []interface{} // 棋盘的数据 0表示空
}

S2GWS_PlayerGameInitProto2

type S2GWS_PlayerLogin

type S2GWS_PlayerLogin struct {
	Protocol      int
	Protocol2     int
	OpenID        string
	PlayerName    string                 // 玩家的名字
	HeadUrl       string                 // 头像
	Constellation string                 // 星座
	Sex           string                 // 性别
	GamePlayerNum map[string]interface{} // 每个游戏的玩家的人数,global server获取
	RacePlayerNum map[string]interface{} // 大奖赛列表
	Personal      map[string]interface{} // 个人信息
	DefaultMsg    map[string]interface{} // 默认跑马灯消息
	// DefaultAward  map[string]interface{} // 默认兑换列表
	AllPlayer  map[string]interface{} // 玩家的信息
	IsNewEmail bool                   // 是否有新邮件
}

S2GWS_PlayerLoginProto2

type S2GWS_PlayerMoveChess

type S2GWS_PlayerMoveChess struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	RoomUID   int
	OldPos    string // 原来坐标
	NewPos    string // 新坐标
	ResultID  int    // 错误ID
}

S2GWS_PlayerMoveChessProto2 广播 同一个房间

type S2GWS_PlayerRelinkGame

type S2GWS_PlayerRelinkGame struct {
	Protocol   int
	Protocol2  int
	LeftTime   int
	ChessBoard []interface{} // 棋盘的数据 0表示空 ,17表示还没有翻开
}

------------------------------------------------------------------------------ S2GWS_PlayerRelinkGameProto2

type S2GWS_PlayerStirChess

type S2GWS_PlayerStirChess struct {
	Protocol  int
	Protocol2 int
	OpenID    string // 谁翻动了棋子
	StirPos   string // 翻动的位置  格式:x,y
	ChessNum  int    // 1 - 16 正数
	ResultID  int    // 错误ID
}

S2GWS_PlayerStirChessProto2 广播

type S2GWS_QuitMatch

type S2GWS_QuitMatch struct {
	Protocol  int
	Protocol2 int
	OpenID    string
	ResultID  int // 结果ID == 1表示成功; 0:表示失败
}

S2GWS_QuitMatchProto2 玩家退出匹配 服务器清理数据

type S2GWS_RaceBaoMing

type S2GWS_RaceBaoMing struct {
	Protocol  int
	Protocol2 int
	ResultID  int // 1:成功,2:失败
}

type S2GWS_ReadOrDelPlayerEmail

type S2GWS_ReadOrDelPlayerEmail struct {
	Protocol  int
	Protocol2 int
	Itype     int // 0:失败,1:读取打开,2:删除,3:领取附件
	EmailID   int // 邮件ID
}

S2GWS_ReadOrDelPlayerEmailProto2

type S2S_PlayerEntryGame

type S2S_PlayerEntryGame struct {
	Protocol  int
	Protocol2 int
	RoomID    int //房间ID
	Data      []int
	MapPlayer map[int]*player.PlayerSt // 玩家的结构信息
}

返回数据操作

type S2S_PlayerLoginS

type S2S_PlayerLoginS struct {
	Protocol  int
	Protocol2 int
	Token     string // Token 的设计
}

type S2S_PlayerMove

type S2S_PlayerMove struct {
	Protocol  int
	Protocol2 int
	OpenID    string // 玩家的唯一的标识
	OP_ULRDP  string // 玩家操作的方式:移动的方向
}

服务器广播给用户操作--同一个房间的,其他房间不广播

type W2GMS_Get_PlayerEmailData

type W2GMS_Get_PlayerEmailData struct {
	Protocol  int
	Protocol2 int
}

W2GMS_Get_PlayerEmailDataProto2

type W2GMS_Modify_PlayerData

type W2GMS_Modify_PlayerData struct {
	Protocol  int
	Protocol2 int
	UID       string // 玩家的唯一ID信息
	Itype     string // MODIFYINIT 查看枚举
	ModifyNum string // 正数表示增加,负数标识减少
}

------------------------------------------------------------------------------ W2GMS_Modify_PlayerDataProto2 修改玩家的数据的GM 指令

type W2GMS_Modify_PlayerEmailData

type W2GMS_Modify_PlayerEmailData struct {
	Protocol  int
	Protocol2 int
	IMsgtype  int    // 1:表示邮件,2:跑马灯消息,3:针对个人
	OpenID    string // 玩家唯一ID
	// EmailData *player.EmailST // 邮件的消息
	EmailData *player.EmailGM // 邮件的消息
	MsgData   *player.MsgST   // 跑马灯的消息
}

------------------------------------------------------------------------------

邮件*跑马灯

W2GMS_Modify_PlayerEmailDataProto2

type W2GMS_Update_PlayerEmailData

type W2GMS_Update_PlayerEmailData struct {
	Protocol  int
	Protocol2 int
	UID       int
	OPType    int
	EmailData *player.EmailGM
}

W2GMS_Update_PlayerEmailDataProto2

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