协议修改
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177
Assets/Scripts/Generate/NetworkProtocol/GameMessage.cs
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177
Assets/Scripts/Generate/NetworkProtocol/GameMessage.cs
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using ProtoBuf;
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using System.Collections.Generic;
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using Fantasy;
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using NBC;
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using NBC.Network.Interface;
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using NBC.Serialize;
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#pragma warning disable CS8618
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namespace NBC
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{
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/// <summary>
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/// 请求创建房间
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/// </summary>
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[ProtoContract]
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public partial class C2Game_CreateRoomRequest : AMessage, ICustomRouteRequest, IProto
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{
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public static C2Game_CreateRoomRequest Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<C2Game_CreateRoomRequest>();
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}
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public override void Dispose()
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{
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MapId = default;
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Password = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<C2Game_CreateRoomRequest>(this);
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#endif
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}
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[ProtoIgnore]
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public Game2C_CreateRoomResponse ResponseType { get; set; }
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public uint OpCode() { return OuterOpcode.C2Game_CreateRoomRequest; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.MapRoute;
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[ProtoMember(1)]
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public int MapId { get; set; }
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[ProtoMember(2)]
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public string Password { get; set; }
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}
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/// <summary>
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/// 请求创建房间成功
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/// </summary>
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[ProtoContract]
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public partial class Game2C_CreateRoomResponse : AMessage, ICustomRouteResponse, IProto
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{
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public static Game2C_CreateRoomResponse Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Game2C_CreateRoomResponse>();
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}
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public override void Dispose()
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{
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ErrorCode = default;
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MapId = default;
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RoomId = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Game2C_CreateRoomResponse>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.Game2C_CreateRoomResponse; }
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[ProtoMember(1)]
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public int MapId { get; set; }
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[ProtoMember(2)]
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public long RoomId { get; set; }
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[ProtoMember(3)]
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public uint ErrorCode { get; set; }
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}
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/// <summary>
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/// 请求进入地图
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/// </summary>
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[ProtoContract]
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public partial class C2Game_EnterMapRequest : AMessage, ICustomRouteRequest, IProto
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{
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public static C2Game_EnterMapRequest Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<C2Game_EnterMapRequest>();
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}
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public override void Dispose()
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{
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MapId = default;
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Type = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<C2Game_EnterMapRequest>(this);
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#endif
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}
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[ProtoIgnore]
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public Game2C_EnterMapResponse ResponseType { get; set; }
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public uint OpCode() { return OuterOpcode.C2Game_EnterMapRequest; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.MapRoute;
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[ProtoMember(1)]
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public int MapId { get; set; }
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[ProtoMember(2)]
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public int Type { get; set; }
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}
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/// <summary>
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/// 请求进入地图响应
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/// </summary>
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[ProtoContract]
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public partial class Game2C_EnterMapResponse : AMessage, ICustomRouteResponse, IProto
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{
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public static Game2C_EnterMapResponse Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Game2C_EnterMapResponse>();
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}
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public override void Dispose()
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{
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ErrorCode = default;
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MapId = default;
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Pos = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Game2C_EnterMapResponse>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.Game2C_EnterMapResponse; }
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[ProtoMember(1)]
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public int MapId { get; set; }
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[ProtoMember(2)]
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public int Pos { get; set; }
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[ProtoMember(3)]
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public uint ErrorCode { get; set; }
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}
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/// <summary>
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/// 请求进入房间
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/// </summary>
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[ProtoContract]
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public partial class C2Game_EnterRoomRequest : AMessage, ICustomRouteRequest, IProto
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{
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public static C2Game_EnterRoomRequest Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<C2Game_EnterRoomRequest>();
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}
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public override void Dispose()
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{
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MapId = default;
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Password = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<C2Game_EnterRoomRequest>(this);
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#endif
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}
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[ProtoIgnore]
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public Game2C_EnterRoomResponse ResponseType { get; set; }
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public uint OpCode() { return OuterOpcode.C2Game_EnterRoomRequest; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.MapRoute;
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[ProtoMember(1)]
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public int MapId { get; set; }
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[ProtoMember(2)]
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public string Password { get; set; }
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}
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/// <summary>
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/// 请求进入房间响应
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/// </summary>
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[ProtoContract]
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public partial class Game2C_EnterRoomResponse : AMessage, ICustomRouteResponse, IProto
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{
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public static Game2C_EnterRoomResponse Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Game2C_EnterRoomResponse>();
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}
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public override void Dispose()
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{
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ErrorCode = default;
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MapId = default;
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RoomId = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Game2C_EnterRoomResponse>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.Game2C_EnterRoomResponse; }
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[ProtoMember(1)]
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public int MapId { get; set; }
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[ProtoMember(2)]
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public long RoomId { get; set; }
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[ProtoMember(3)]
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public uint ErrorCode { get; set; }
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}
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}
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