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https://github.com/FlourishingWorld/hk4e.git
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地牢场景传送
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@@ -46,16 +46,18 @@ func (c *CmdProtoMap) registerAllMessage() {
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c.regMsg(ClientReconnectNotify, func() any { return new(proto.ClientReconnectNotify) }) // 在线重连通知
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// 基础相关
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c.regMsg(UnionCmdNotify, func() any { return new(proto.UnionCmdNotify) }) // 聚合消息
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c.regMsg(PingReq, func() any { return new(proto.PingReq) }) // ping请求
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c.regMsg(PingRsp, func() any { return new(proto.PingRsp) }) // ping响应
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c.regMsg(WorldPlayerRTTNotify, func() any { return new(proto.WorldPlayerRTTNotify) }) // 世界玩家RTT时延
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c.regMsg(PlayerDataNotify, func() any { return new(proto.PlayerDataNotify) }) // 玩家信息通知 昵称、属性表等
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c.regMsg(PlayerPropNotify, func() any { return new(proto.PlayerPropNotify) }) // 玩家属性表通知
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c.regMsg(OpenStateUpdateNotify, func() any { return new(proto.OpenStateUpdateNotify) }) // 游戏功能模块开放状态更新通知
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c.regMsg(PlayerTimeNotify, func() any { return new(proto.PlayerTimeNotify) }) // 玩家累计在线时长通知
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c.regMsg(ServerTimeNotify, func() any { return new(proto.ServerTimeNotify) }) // 服务器时间通知
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c.regMsg(WindSeedClientNotify, func() any { return new(proto.WindSeedClientNotify) }) // 客户端XLUA调试通知
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c.regMsg(UnionCmdNotify, func() any { return new(proto.UnionCmdNotify) }) // 聚合消息
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c.regMsg(PingReq, func() any { return new(proto.PingReq) }) // ping请求
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c.regMsg(PingRsp, func() any { return new(proto.PingRsp) }) // ping响应
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c.regMsg(WorldPlayerRTTNotify, func() any { return new(proto.WorldPlayerRTTNotify) }) // 世界玩家RTT时延
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c.regMsg(PlayerDataNotify, func() any { return new(proto.PlayerDataNotify) }) // 玩家信息通知 昵称、属性表等
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c.regMsg(PlayerPropNotify, func() any { return new(proto.PlayerPropNotify) }) // 玩家属性表通知
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c.regMsg(OpenStateUpdateNotify, func() any { return new(proto.OpenStateUpdateNotify) }) // 游戏功能模块开放状态更新通知
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c.regMsg(PlayerTimeNotify, func() any { return new(proto.PlayerTimeNotify) }) // 玩家累计在线时长通知
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c.regMsg(ServerTimeNotify, func() any { return new(proto.ServerTimeNotify) }) // 服务器时间通知
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c.regMsg(WindSeedClientNotify, func() any { return new(proto.WindSeedClientNotify) }) // 客户端XLUA调试通知
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c.regMsg(ServerAnnounceNotify, func() any { return new(proto.ServerAnnounceNotify) }) // 服务器公告通知
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c.regMsg(ServerAnnounceRevokeNotify, func() any { return new(proto.ServerAnnounceRevokeNotify) }) // 服务器公告撤销通知
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// 场景
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c.regMsg(PlayerSetPauseReq, func() any { return new(proto.PlayerSetPauseReq) }) // 玩家暂停请求
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@@ -75,6 +77,8 @@ func (c *CmdProtoMap) registerAllMessage() {
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c.regMsg(UnlockTransPointReq, func() any { return new(proto.UnlockTransPointReq) }) // 解锁场景传送点请求
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c.regMsg(UnlockTransPointRsp, func() any { return new(proto.UnlockTransPointRsp) }) // 解锁场景传送点响应
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c.regMsg(ScenePointUnlockNotify, func() any { return new(proto.ScenePointUnlockNotify) }) // 场景传送点解锁通知
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c.regMsg(MarkMapReq, func() any { return new(proto.MarkMapReq) }) // 标记地图请求
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c.regMsg(MarkMapRsp, func() any { return new(proto.MarkMapRsp) }) // 标记地图响应
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c.regMsg(QueryPathReq, func() any { return new(proto.QueryPathReq) }) // 寻路请求
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c.regMsg(QueryPathRsp, func() any { return new(proto.QueryPathRsp) }) // 寻路响应
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c.regMsg(GetScenePointReq, func() any { return new(proto.GetScenePointReq) }) // 获取场景传送点请求
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@@ -112,36 +116,42 @@ func (c *CmdProtoMap) registerAllMessage() {
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c.regMsg(SceneEntityDrownReq, func() any { return new(proto.SceneEntityDrownReq) }) // 场景实体溺水请求
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c.regMsg(SceneEntityDrownRsp, func() any { return new(proto.SceneEntityDrownRsp) }) // 场景实体溺水响应
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c.regMsg(ObstacleModifyNotify, func() any { return new(proto.ObstacleModifyNotify) }) // 寻路阻挡变动通知
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c.regMsg(DungeonWayPointNotify, func() any { return new(proto.DungeonWayPointNotify) }) // 地牢副本相关
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c.regMsg(DungeonDataNotify, func() any { return new(proto.DungeonDataNotify) }) // 地牢副本相关
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c.regMsg(SceneAudioNotify, func() any { return new(proto.SceneAudioNotify) }) // 场景风物之琴音乐同步通知
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c.regMsg(BeginCameraSceneLookNotify, func() any { return new(proto.BeginCameraSceneLookNotify) }) // 场景镜头注目通知
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c.regMsg(NpcTalkReq, func() any { return new(proto.NpcTalkReq) }) // NPC对话请求
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c.regMsg(NpcTalkRsp, func() any { return new(proto.NpcTalkRsp) }) // NPC对话响应
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c.regMsg(GroupSuiteNotify, func() any { return new(proto.GroupSuiteNotify) }) // 场景小组加载通知
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c.regMsg(GroupUnloadNotify, func() any { return new(proto.GroupUnloadNotify) }) // 场景组卸载通知
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c.regMsg(DungeonEntryInfoReq, func() any { return new(proto.DungeonEntryInfoReq) }) // 地牢信息请求
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c.regMsg(DungeonEntryInfoRsp, func() any { return new(proto.DungeonEntryInfoRsp) }) // 地牢信息响应
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c.regMsg(PlayerEnterDungeonReq, func() any { return new(proto.PlayerEnterDungeonReq) }) // 进入地牢请求
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c.regMsg(PlayerEnterDungeonRsp, func() any { return new(proto.PlayerEnterDungeonRsp) }) // 进入地牢响应
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c.regMsg(PlayerQuitDungeonReq, func() any { return new(proto.PlayerQuitDungeonReq) }) // 退出地牢请求
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c.regMsg(PlayerQuitDungeonRsp, func() any { return new(proto.PlayerQuitDungeonRsp) }) // 退出地牢响应
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c.regMsg(DungeonDataNotify, func() any { return new(proto.DungeonDataNotify) }) // 地牢数据通知
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c.regMsg(DungeonWayPointNotify, func() any { return new(proto.DungeonWayPointNotify) }) // 地牢路点通知
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// 战斗与同步
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c.regMsg(AvatarFightPropNotify, func() any { return new(proto.AvatarFightPropNotify) }) // 角色战斗属性通知
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c.regMsg(EntityFightPropUpdateNotify, func() any { return new(proto.EntityFightPropUpdateNotify) }) // 实体战斗属性更新通知
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c.regMsg(CombatInvocationsNotify, func() any { return new(proto.CombatInvocationsNotify) }) // 战斗通知 包含场景中实体的移动数据和伤害数据,多人游戏服务器转发
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c.regMsg(AbilityInvocationsNotify, func() any { return new(proto.AbilityInvocationsNotify) }) // 技能通知 多人游戏服务器转发
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c.regMsg(ClientAbilityInitFinishNotify, func() any { return new(proto.ClientAbilityInitFinishNotify) }) // 客户端技能初始化完成通知 多人游戏服务器转发
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c.regMsg(EvtDoSkillSuccNotify, func() any { return new(proto.EvtDoSkillSuccNotify) }) // 释放技能成功事件通知
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c.regMsg(ClientAbilityChangeNotify, func() any { return new(proto.ClientAbilityChangeNotify) }) // 客户端技能改变通知
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c.regMsg(MassiveEntityElementOpBatchNotify, func() any { return new(proto.MassiveEntityElementOpBatchNotify) }) // 风元素染色相关通知
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c.regMsg(EvtAvatarEnterFocusNotify, func() any { return new(proto.EvtAvatarEnterFocusNotify) }) // 进入弓箭蓄力瞄准状态通知
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c.regMsg(EvtAvatarUpdateFocusNotify, func() any { return new(proto.EvtAvatarUpdateFocusNotify) }) // 弓箭蓄力瞄准状态移动通知
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c.regMsg(EvtAvatarExitFocusNotify, func() any { return new(proto.EvtAvatarExitFocusNotify) }) // 退出弓箭蓄力瞄准状态通知
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c.regMsg(EvtEntityRenderersChangedNotify, func() any { return new(proto.EvtEntityRenderersChangedNotify) }) // 实体可视状态改变通知
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c.regMsg(CombatInvocationsNotify, func() any { return new(proto.CombatInvocationsNotify) }) // 客户端combat通知 服务器转发
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c.regMsg(AbilityInvocationsNotify, func() any { return new(proto.AbilityInvocationsNotify) }) // 客户端ability通知 服务器转发
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c.regMsg(ClientAbilityInitFinishNotify, func() any { return new(proto.ClientAbilityInitFinishNotify) }) // 客户端ability初始化完成通知 服务器转发
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c.regMsg(EvtDoSkillSuccNotify, func() any { return new(proto.EvtDoSkillSuccNotify) }) // 释放技能成功通知
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c.regMsg(ClientAbilityChangeNotify, func() any { return new(proto.ClientAbilityChangeNotify) }) // 客户端ability变更通知 服务器转发
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c.regMsg(MassiveEntityElementOpBatchNotify, func() any { return new(proto.MassiveEntityElementOpBatchNotify) }) // 风元素染色相关通知 服务器转发
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c.regMsg(EvtAvatarEnterFocusNotify, func() any { return new(proto.EvtAvatarEnterFocusNotify) }) // 进入弓箭蓄力瞄准状态通知 服务器转发
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c.regMsg(EvtAvatarUpdateFocusNotify, func() any { return new(proto.EvtAvatarUpdateFocusNotify) }) // 弓箭蓄力瞄准状态移动通知 服务器转发
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c.regMsg(EvtAvatarExitFocusNotify, func() any { return new(proto.EvtAvatarExitFocusNotify) }) // 退出弓箭蓄力瞄准状态通知 服务器转发
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c.regMsg(EvtEntityRenderersChangedNotify, func() any { return new(proto.EvtEntityRenderersChangedNotify) }) // 实体可视状态改变通知 服务器转发
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c.regMsg(EvtCreateGadgetNotify, func() any { return new(proto.EvtCreateGadgetNotify) }) // 创建实体通知
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c.regMsg(EvtDestroyGadgetNotify, func() any { return new(proto.EvtDestroyGadgetNotify) }) // 销毁实体通知
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c.regMsg(EvtAnimatorParameterNotify, func() any { return new(proto.EvtAnimatorParameterNotify) }) // 动画参数通知
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c.regMsg(EvtAnimatorStateChangedNotify, func() any { return new(proto.EvtAnimatorStateChangedNotify) }) // 动画状态通知
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c.regMsg(EvtAiSyncSkillCdNotify, func() any { return new(proto.EvtAiSyncSkillCdNotify) })
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c.regMsg(EvtAiSyncCombatThreatInfoNotify, func() any { return new(proto.EvtAiSyncCombatThreatInfoNotify) })
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c.regMsg(EntityConfigHashNotify, func() any { return new(proto.EntityConfigHashNotify) })
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c.regMsg(MonsterAIConfigHashNotify, func() any { return new(proto.MonsterAIConfigHashNotify) })
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// c.regMsg(EvtAnimatorParameterNotify, func() any { return new(proto.EvtAnimatorParameterNotify) }) // 动画参数通知
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// c.regMsg(EvtAnimatorStateChangedNotify, func() any { return new(proto.EvtAnimatorStateChangedNotify) }) // 动画状态通知
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c.regMsg(EvtAiSyncSkillCdNotify, func() any { return new(proto.EvtAiSyncSkillCdNotify) }) // 通知
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c.regMsg(EvtAiSyncCombatThreatInfoNotify, func() any { return new(proto.EvtAiSyncCombatThreatInfoNotify) }) // 通知
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c.regMsg(EntityConfigHashNotify, func() any { return new(proto.EntityConfigHashNotify) }) // 通知
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c.regMsg(MonsterAIConfigHashNotify, func() any { return new(proto.MonsterAIConfigHashNotify) }) // 通知
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// 队伍
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c.regMsg(ChangeAvatarReq, func() any { return new(proto.ChangeAvatarReq) }) // 更换角色请求 切人
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@@ -327,11 +337,8 @@ func (c *CmdProtoMap) registerAllMessage() {
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c.regMsg(QuestGlobalVarNotify, func() any { return new(proto.QuestGlobalVarNotify) }) // 任务全局变量通知
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// 乱七八糟
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c.regMsg(MarkMapReq, func() any { return new(proto.MarkMapReq) }) // 标记地图请求
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c.regMsg(TowerAllDataReq, func() any { return new(proto.TowerAllDataReq) }) // 深渊数据请求
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c.regMsg(TowerAllDataRsp, func() any { return new(proto.TowerAllDataRsp) }) // 深渊数据响应
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c.regMsg(ServerAnnounceNotify, func() any { return new(proto.ServerAnnounceNotify) }) // 服务器公告通知
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c.regMsg(ServerAnnounceRevokeNotify, func() any { return new(proto.ServerAnnounceRevokeNotify) }) // 服务器公告撤销通知
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c.regMsg(TowerAllDataReq, func() any { return new(proto.TowerAllDataReq) }) // 深渊数据请求
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c.regMsg(TowerAllDataRsp, func() any { return new(proto.TowerAllDataRsp) }) // 深渊数据响应
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}
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func (c *CmdProtoMap) regMsg(cmdId uint16, protoObjNewFunc func() any) {
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