mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
完善了protobuf协议文件
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@@ -62,9 +62,9 @@ func (g *GameManager) PlayerGetForceQuitBanInfoReq(player *model.Player, payload
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playerGetForceQuitBanInfoRsp := new(proto.PlayerGetForceQuitBanInfoRsp)
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if result {
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playerGetForceQuitBanInfoRsp.Retcode = int32(proto.Retcode_RETCODE_RET_SUCC)
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playerGetForceQuitBanInfoRsp.Retcode = int32(proto.Retcode_RET_SUCC)
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} else {
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playerGetForceQuitBanInfoRsp.Retcode = int32(proto.Retcode_RETCODE_RET_MP_TARGET_PLAYER_IN_TRANSFER)
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playerGetForceQuitBanInfoRsp.Retcode = int32(proto.Retcode_RET_MP_TARGET_PLAYER_IN_TRANSFER)
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}
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g.SendMsg(cmd.PlayerGetForceQuitBanInfoRsp, player.PlayerID, player.ClientSeq, playerGetForceQuitBanInfoRsp)
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}
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@@ -76,9 +76,9 @@ func (g *GameManager) BackMyWorldReq(player *model.Player, payloadMsg pb.Message
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backMyWorldRsp := new(proto.BackMyWorldRsp)
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if ok {
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backMyWorldRsp.Retcode = int32(proto.Retcode_RETCODE_RET_SUCC)
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backMyWorldRsp.Retcode = int32(proto.Retcode_RET_SUCC)
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} else {
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backMyWorldRsp.Retcode = int32(proto.Retcode_RETCODE_RET_MP_TARGET_PLAYER_IN_TRANSFER)
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backMyWorldRsp.Retcode = int32(proto.Retcode_RET_MP_TARGET_PLAYER_IN_TRANSFER)
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}
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g.SendMsg(cmd.BackMyWorldRsp, player.PlayerID, player.ClientSeq, backMyWorldRsp)
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}
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@@ -90,9 +90,9 @@ func (g *GameManager) ChangeWorldToSingleModeReq(player *model.Player, payloadMs
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changeWorldToSingleModeRsp := new(proto.ChangeWorldToSingleModeRsp)
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if ok {
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changeWorldToSingleModeRsp.Retcode = int32(proto.Retcode_RETCODE_RET_SUCC)
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changeWorldToSingleModeRsp.Retcode = int32(proto.Retcode_RET_SUCC)
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} else {
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changeWorldToSingleModeRsp.Retcode = int32(proto.Retcode_RETCODE_RET_MP_TARGET_PLAYER_IN_TRANSFER)
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changeWorldToSingleModeRsp.Retcode = int32(proto.Retcode_RET_MP_TARGET_PLAYER_IN_TRANSFER)
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}
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g.SendMsg(cmd.ChangeWorldToSingleModeRsp, player.PlayerID, player.ClientSeq, changeWorldToSingleModeRsp)
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}
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@@ -103,7 +103,7 @@ func (g *GameManager) SceneKickPlayerReq(player *model.Player, payloadMsg pb.Mes
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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if player.PlayerID != world.owner.PlayerID {
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sceneKickPlayerRsp := &proto.SceneKickPlayerRsp{
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Retcode: int32(proto.Retcode_RETCODE_RET_SVR_ERROR),
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Retcode: int32(proto.Retcode_RET_SVR_ERROR),
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}
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g.SendMsg(cmd.SceneKickPlayerRsp, player.PlayerID, player.ClientSeq, sceneKickPlayerRsp)
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return
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@@ -125,7 +125,7 @@ func (g *GameManager) SceneKickPlayerReq(player *model.Player, payloadMsg pb.Mes
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if ok {
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sceneKickPlayerRsp.TargetUid = targetUid
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} else {
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sceneKickPlayerRsp.Retcode = int32(proto.Retcode_RETCODE_RET_MP_TARGET_PLAYER_IN_TRANSFER)
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sceneKickPlayerRsp.Retcode = int32(proto.Retcode_RET_MP_TARGET_PLAYER_IN_TRANSFER)
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}
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g.SendMsg(cmd.SceneKickPlayerRsp, player.PlayerID, player.ClientSeq, sceneKickPlayerRsp)
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}
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@@ -141,7 +141,7 @@ func (g *GameManager) JoinPlayerSceneReq(player *model.Player, payloadMsg pb.Mes
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}
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joinPlayerSceneRsp := new(proto.JoinPlayerSceneRsp)
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joinPlayerSceneRsp.Retcode = int32(proto.Retcode_RETCODE_RET_JOIN_OTHER_WAIT)
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joinPlayerSceneRsp.Retcode = int32(proto.Retcode_RET_JOIN_OTHER_WAIT)
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g.SendMsg(cmd.JoinPlayerSceneRsp, player.PlayerID, player.ClientSeq, joinPlayerSceneRsp)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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