328 lines
8.6 KiB
C#
328 lines
8.6 KiB
C#
using ProtoBuf;
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using System.Collections.Generic;
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using MongoDB.Bson.Serialization.Attributes;
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using Fantasy;
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using Fantasy.Network.Interface;
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using Fantasy.Serialize;
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// ReSharper disable InconsistentNaming
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// ReSharper disable RedundantUsingDirective
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// ReSharper disable RedundantOverriddenMember
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// ReSharper disable PartialTypeWithSinglePart
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// ReSharper disable UnusedAutoPropertyAccessor.Global
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// ReSharper disable MemberCanBePrivate.Global
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// ReSharper disable CheckNamespace
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#pragma warning disable CS8625 // Cannot convert null literal to non-nullable reference type.
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#pragma warning disable CS8618
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namespace Fantasy
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{
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/// <summary>
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/// 登录游戏
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/// </summary>
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[ProtoContract]
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public partial class C2G_LoginRequest : AMessage, IRequest, IProto
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{
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public static C2G_LoginRequest Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<C2G_LoginRequest>();
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}
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public override void Dispose()
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{
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UserName = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<C2G_LoginRequest>(this);
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#endif
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}
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[ProtoIgnore]
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public G2C_LoginResponse ResponseType { get; set; }
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public uint OpCode() { return OuterOpcode.C2G_LoginRequest; }
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[ProtoMember(1)]
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public string UserName { get; set; }
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}
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[ProtoContract]
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public partial class G2C_LoginResponse : AMessage, IResponse, IProto
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{
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public static G2C_LoginResponse Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<G2C_LoginResponse>();
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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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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<G2C_LoginResponse>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.G2C_LoginResponse; }
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[ProtoMember(1)]
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public uint ErrorCode { get; set; }
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}
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/// <summary>
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/// 退出游戏
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/// </summary>
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[ProtoContract]
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public partial class C2G_ExitRequest : AMessage, IRequest, IProto
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{
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public static C2G_ExitRequest Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<C2G_ExitRequest>();
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}
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public override void Dispose()
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{
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<C2G_ExitRequest>(this);
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#endif
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}
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[ProtoIgnore]
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public G2C_ExitResponse ResponseType { get; set; }
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public uint OpCode() { return OuterOpcode.C2G_ExitRequest; }
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}
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[ProtoContract]
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public partial class G2C_ExitResponse : AMessage, IResponse, IProto
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{
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public static G2C_ExitResponse Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<G2C_ExitResponse>();
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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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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<G2C_ExitResponse>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.G2C_ExitResponse; }
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[ProtoMember(1)]
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public uint ErrorCode { get; set; }
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}
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/// <summary>
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/// 发送一个聊天消息给Chat服务器,中间是经过Gate中转的
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/// </summary>
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[ProtoContract]
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public partial class C2Chat_SendMessageRequest : AMessage, ICustomRouteRequest, IProto
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{
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public static C2Chat_SendMessageRequest Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<C2Chat_SendMessageRequest>();
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}
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public override void Dispose()
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{
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ChatInfoTree = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<C2Chat_SendMessageRequest>(this);
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#endif
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}
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[ProtoIgnore]
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public Chat2C_SendMessageResponse ResponseType { get; set; }
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public uint OpCode() { return OuterOpcode.C2Chat_SendMessageRequest; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.ChatRoute;
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[ProtoMember(1)]
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public ChatInfoTree ChatInfoTree { get; set; }
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}
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[ProtoContract]
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public partial class Chat2C_SendMessageResponse : AMessage, ICustomRouteResponse, IProto
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{
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public static Chat2C_SendMessageResponse Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Chat2C_SendMessageResponse>();
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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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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Chat2C_SendMessageResponse>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.Chat2C_SendMessageResponse; }
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[ProtoMember(1)]
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public uint ErrorCode { get; set; }
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}
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[ProtoContract]
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public partial class Chat2C_Message : AMessage, ICustomRouteMessage, IProto
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{
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public static Chat2C_Message Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Chat2C_Message>();
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}
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public override void Dispose()
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{
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ChatInfoTree = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Chat2C_Message>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.Chat2C_Message; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.ChatRoute;
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[ProtoMember(1)]
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public ChatInfoTree ChatInfoTree { get; set; }
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}
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/// <summary>
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/// 聊天消息树
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/// </summary>
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[ProtoContract]
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public partial class ChatInfoTree : AMessage, IProto
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{
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public static ChatInfoTree Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<ChatInfoTree>();
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}
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public override void Dispose()
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{
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ChatChannelType = default;
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ChatChannelId = default;
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UnitId = default;
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UserName = default;
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Target.Clear();
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Node.Clear();
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<ChatInfoTree>(this);
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#endif
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}
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[ProtoMember(1)]
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public int ChatChannelType { get; set; }
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[ProtoMember(2)]
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public long ChatChannelId { get; set; }
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[ProtoMember(3)]
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public long UnitId { get; set; }
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[ProtoMember(4)]
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public string UserName { get; set; }
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[ProtoMember(5)]
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public List<long> Target = new List<long>();
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[ProtoMember(6)]
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public List<ChatInfoNode> Node = new List<ChatInfoNode>();
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}
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/// <summary>
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/// 聊天信息节点
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/// </summary>
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[ProtoContract]
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public partial class ChatInfoNode : AMessage, IProto
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{
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public static ChatInfoNode Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<ChatInfoNode>();
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}
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public override void Dispose()
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{
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ChatNodeType = default;
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ChatNodeEvent = default;
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Content = default;
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Color = default;
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Data = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<ChatInfoNode>(this);
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#endif
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}
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[ProtoMember(1)]
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public int ChatNodeType { get; set; }
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[ProtoMember(2)]
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public int ChatNodeEvent { get; set; }
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[ProtoMember(3)]
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public string Content { get; set; }
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[ProtoMember(4)]
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public string Color { get; set; }
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[ProtoMember(5)]
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public byte[] Data { get; set; }
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}
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/// <summary>
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/// 聊天位置信息节点
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/// </summary>
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[ProtoContract]
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public partial class ChatPositionNode : AMessage, IProto
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{
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public static ChatPositionNode Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<ChatPositionNode>();
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}
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public override void Dispose()
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{
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MapName = default;
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PosX = default;
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PosY = default;
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PosZ = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<ChatPositionNode>(this);
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#endif
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}
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[ProtoMember(1)]
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public string MapName { get; set; }
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[ProtoMember(2)]
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public float PosX { get; set; }
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[ProtoMember(3)]
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public float PosY { get; set; }
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[ProtoMember(4)]
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public float PosZ { get; set; }
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}
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/// <summary>
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/// 聊天位置信息节点
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/// </summary>
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[ProtoContract]
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public partial class ChatOpenUINode : AMessage, IProto
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{
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public static ChatOpenUINode Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<ChatOpenUINode>();
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}
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public override void Dispose()
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{
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UIName = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<ChatOpenUINode>(this);
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#endif
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}
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[ProtoMember(1)]
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public string UIName { get; set; }
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}
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/// <summary>
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/// 聊天连接信息节点
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/// </summary>
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[ProtoContract]
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public partial class ChatLinkNode : AMessage, IProto
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{
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public static ChatLinkNode Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<ChatLinkNode>();
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}
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public override void Dispose()
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{
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Link = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<ChatLinkNode>(this);
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#endif
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}
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[ProtoMember(1)]
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public string Link { get; set; }
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}
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/// <summary>
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/// 装备信息实体
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/// </summary>
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[ProtoContract]
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public partial class Item : AMessage, IProto
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{
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public static Item Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Item>();
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}
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public override void Dispose()
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{
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Level = default;
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Name = default;
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HP = default;
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MP = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Item>(this);
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#endif
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}
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[ProtoMember(1)]
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public string Level { get; set; }
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[ProtoMember(2)]
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public string Name { get; set; }
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[ProtoMember(3)]
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public string HP { get; set; }
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[ProtoMember(4)]
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public string MP { get; set; }
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}
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}
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