diff --git a/Client/Data/Core/Define/Pawn/Monster.xml b/Client/Data/Core/Define/Pawn/Monster.xml
index 5f30d38..04c9141 100644
--- a/Client/Data/Core/Define/Pawn/Monster.xml
+++ b/Client/Data/Core/Define/Pawn/Monster.xml
@@ -64,7 +64,7 @@
-
+
MonsterA1
@@ -85,22 +85,22 @@
- MechanicalMonsterA1Texture_0
+ MechanicalMonsterA1Texture
- MechanicalMonsterA1Texture_0
+ MechanicalMonsterA1Texture
- MechanicalMonsterA1Texture_0
+ MechanicalMonsterA1Texture
- MechanicalMonsterA1Texture_0
+ MechanicalMonsterA1Texture
@@ -126,22 +126,22 @@
- MechanicalMonsterA2Texture_0
+ MechanicalMonsterA2Texture
- MechanicalMonsterA2Texture_0
+ MechanicalMonsterA2Texture
- MechanicalMonsterA2Texture_0
+ MechanicalMonsterA2Texture
- MechanicalMonsterA2Texture_0
+ MechanicalMonsterA2Texture
@@ -167,22 +167,22 @@
- MechanicalMonsterB1Texture_0
+ MechanicalMonsterB1Texture
- MechanicalMonsterB1Texture_0
+ MechanicalMonsterB1Texture
- MechanicalMonsterB1Texture_0
+ MechanicalMonsterB1Texture
- MechanicalMonsterB1Texture_0
+ MechanicalMonsterB1Texture
@@ -208,22 +208,22 @@
- MechanicalMonsterB2Texture_0
+ MechanicalMonsterB2Texture
- MechanicalMonsterB2Texture_0
+ MechanicalMonsterB2Texture
- MechanicalMonsterB2Texture_0
+ MechanicalMonsterB2Texture
- MechanicalMonsterB2Texture_0
+ MechanicalMonsterB2Texture
@@ -249,22 +249,22 @@
- MechanicalMonsterC1Texture_0
+ MechanicalMonsterC1Texture
- MechanicalMonsterC1Texture_0
+ MechanicalMonsterC1Texture
- MechanicalMonsterC1Texture_0
+ MechanicalMonsterC1Texture
- MechanicalMonsterC1Texture_0
+ MechanicalMonsterC1Texture
@@ -290,22 +290,22 @@
- MechanicalMonsterC2Texture_0
+ MechanicalMonsterC2Texture
- MechanicalMonsterC2Texture_0
+ MechanicalMonsterC2Texture
- MechanicalMonsterC2Texture_0
+ MechanicalMonsterC2Texture
- MechanicalMonsterC2Texture_0
+ MechanicalMonsterC2Texture
@@ -332,22 +332,22 @@
- HybridMonsterD1Texture_0
+ HybridMonsterD1Texture
- HybridMonsterD1Texture_0
+ HybridMonsterD1Texture
- HybridMonsterD1Texture_0
+ HybridMonsterD1Texture
- HybridMonsterD1Texture_0
+ HybridMonsterD1Texture
@@ -373,22 +373,22 @@
- HybridMonsterD2Texture_0
+ HybridMonsterD2Texture
- HybridMonsterD2Texture_0
+ HybridMonsterD2Texture
- HybridMonsterD2Texture_0
+ HybridMonsterD2Texture
- HybridMonsterD2Texture_0
+ HybridMonsterD2Texture
@@ -414,22 +414,22 @@
- HybridMonsterE1Texture_0
+ HybridMonsterE1Texture
- HybridMonsterE1Texture_0
+ HybridMonsterE1Texture
- HybridMonsterE1Texture_0
+ HybridMonsterE1Texture
- HybridMonsterE1Texture_0
+ HybridMonsterE1Texture
@@ -455,22 +455,22 @@
- HybridMonsterE2Texture_0
+ HybridMonsterE2Texture
- HybridMonsterE2Texture_0
+ HybridMonsterE2Texture
- HybridMonsterE2Texture_0
+ HybridMonsterE2Texture
- HybridMonsterE2Texture_0
+ HybridMonsterE2Texture
@@ -496,22 +496,22 @@
- HybridMonsterF1Texture_0
+ HybridMonsterF1Texture
- HybridMonsterF1Texture_0
+ HybridMonsterF1Texture
- HybridMonsterF1Texture_0
+ HybridMonsterF1Texture
- HybridMonsterF1Texture_0
+ HybridMonsterF1Texture
@@ -537,22 +537,22 @@
- HybridMonsterF2Texture_0
+ HybridMonsterF2Texture
- HybridMonsterF2Texture_0
+ HybridMonsterF2Texture
- HybridMonsterF2Texture_0
+ HybridMonsterF2Texture
- HybridMonsterF2Texture_0
+ HybridMonsterF2Texture
@@ -579,22 +579,22 @@
- BiologicalMaskMonster1Texture_0
+ BiologicalMaskMonster1Texture
- BiologicalMaskMonster1Texture_0
+ BiologicalMaskMonster1Texture
- BiologicalMaskMonster1Texture_0
+ BiologicalMaskMonster1Texture
- BiologicalMaskMonster1Texture_0
+ BiologicalMaskMonster1Texture
@@ -620,22 +620,22 @@
- BiologicalMaskMonster4Texture_0
+ BiologicalMaskMonster4Texture
- BiologicalMaskMonster4Texture_0
+ BiologicalMaskMonster4Texture
- BiologicalMaskMonster4Texture_0
+ BiologicalMaskMonster4Texture
- BiologicalMaskMonster4Texture_0
+ BiologicalMaskMonster4Texture
@@ -654,29 +654,29 @@
monster
6666
- -66
+ -66
0
Weapon_HologramMonster
- BiologicalHologramMonster1Texture_0
+ BiologicalHologramMonster1Texture
- BiologicalHologramMonster1Texture_0
+ BiologicalHologramMonster1Texture
- BiologicalHologramMonster1Texture_0
+ BiologicalHologramMonster1Texture
- BiologicalHologramMonster1Texture_0
+ BiologicalHologramMonster1Texture
@@ -702,22 +702,22 @@
- BiologicalHologramMonster3Texture_0
+ BiologicalHologramMonster3Texture
- BiologicalHologramMonster3Texture_0
+ BiologicalHologramMonster3Texture
- BiologicalHologramMonster3Texture_0
+ BiologicalHologramMonster3Texture
- BiologicalHologramMonster3Texture_0
+ BiologicalHologramMonster3Texture
@@ -743,22 +743,22 @@
- BiologicalSnakeMonster1Texture_0
+ BiologicalSnakeMonster1Texture
- BiologicalSnakeMonster1Texture_0
+ BiologicalSnakeMonster1Texture
- BiologicalSnakeMonster1Texture_0
+ BiologicalSnakeMonster1Texture
- BiologicalSnakeMonster1Texture_0
+ BiologicalSnakeMonster1Texture
@@ -784,22 +784,22 @@
- BiologicalSnakeMonster4Texture_0
+ BiologicalSnakeMonster4Texture
- BiologicalSnakeMonster4Texture_0
+ BiologicalSnakeMonster4Texture
- BiologicalSnakeMonster4Texture_0
+ BiologicalSnakeMonster4Texture
- BiologicalSnakeMonster4Texture_0
+ BiologicalSnakeMonster4Texture
@@ -819,28 +819,28 @@
111
1
- 11
+ 11
Weapon_RatMonster
- BiologicalRatMonster1Texture_0
+ BiologicalRatMonster1Texture
- BiologicalRatMonster1Texture_0
+ BiologicalRatMonster1Texture
- BiologicalRatMonster1Texture_0
+ BiologicalRatMonster1Texture
- BiologicalRatMonster1Texture_0
+ BiologicalRatMonster1Texture
@@ -866,27 +866,26 @@
- BiologicalRatMonster2Texture_0
+ BiologicalRatMonster2Texture
- BiologicalRatMonster2Texture_0
+ BiologicalRatMonster2Texture
- BiologicalRatMonster2Texture_0
+ BiologicalRatMonster2Texture
- BiologicalRatMonster2Texture_0
+ BiologicalRatMonster2Texture
2
-
\ No newline at end of file
diff --git a/Tools/ProtoBuf/proto/message.proto b/Tools/ProtoBuf/proto/message.proto
index f278d79..cf8111f 100644
--- a/Tools/ProtoBuf/proto/message.proto
+++ b/Tools/ProtoBuf/proto/message.proto
@@ -51,55 +51,259 @@ message SignupResponse {
string message = 2;
}
-// 定义 FilePack 消息
-message FilePack {
- string filePath = 1;
- bytes content = 2;
+// 导入 google/protobuf/empty.proto 用于不需要参数或返回值的 RPC
+import "google/protobuf/empty.proto";
+// 导入 google/protobuf/timestamp.proto 用于时间戳
+import "google/protobuf/timestamp.proto";
+// 可以根据需要导入其他标准 Protobuf 类型
+// ===================================================================
+// 1. 基础公共类型和枚举
+// ===================================================================
+// 表示一个唯一的实体ID
+message EntityID {
+ string value = 1; // 例如:UUID, "player_123", "enemy_A_45"
}
-
-// 定义 DataPackListPack 消息
-message DataPackListPack {
- repeated Pair packIDAndVersion = 1;
-
- // 定义内部的 Pair 消息(用于替代 Tuple)
- message Pair {
- string key = 1;
- string value = 2;
- }
+// 2D 向量(位置或方向)
+message Vec2D {
+ float x = 1;
+ float y = 2;
}
-
-// 定义 TileMapTablePack 消息
-message TileMapTablePack {
- map tileMapKey = 1; // 使用 int32 替代 int
+// 房间状态枚举
+enum RoomStatus {
+ UNKNOWN_ROOM_STATUS = 0; // 未知状态,通常作为默认值
+ WAITING = 1; // 等待玩家加入
+ IN_GAME = 2; // 游戏进行中
+ FINISHED = 3; // 游戏已结束,等待结算
}
-
-// 定义 MapDataPack 消息
-message MapDataPack {
- Vector2 position = 1;
- Vector2 size = 2;
- repeated int32 tileMapType = 3; // 使用 int32 替代 int
+// 游戏版本信息
+message GameVersion {
+ uint32 major = 1; // 主版本号
+ uint32 minor = 2; // 次版本号
+ uint32 patch = 3; // 补丁版本号
}
-
-// 定义 MonsterAttributes 消息
-message MonsterAttributes {
- int32 health = 1;
- int32 moveSpeed = 2;
- int32 attack = 3;
- int32 defense = 4;
- int32 attackSpeed = 5;
- int32 attackRange = 6;
- int32 attackTargetCount = 7;
+// 包信息 (用于核对客户端资源包)
+message PackageInfo {
+ string package_id = 1; // 包的唯一ID (如 "map_pack_001", "character_skins")
+ GameVersion version = 2; // 包的版本
+ string checksum = 3; // 包的校验和 (MD5, SHA256等),用于完整性检查
}
-
-// 定义 MonsterPack 消息
-message MonsterPack {
- int32 monsterID = 1;
- Vector2 position = 2;
- MonsterAttributes attributes = 3;
+// ===================================================================
+// 2. 身份验证与连接服务 (Authentication and Connection Service)
+// 用于客户端连接、核对版本和资源包
+// ===================================================================
+service AuthService {
+ // 客户端连接服务器时进行初始化认证
+ rpc Authenticate (AuthRequest) returns (AuthResponse);
}
-
-// 定义 Vector2 消息
-message Vector2 {
- float x = 1;
- float y = 2;
+// 认证请求
+message AuthRequest {
+ string client_id = 1; // 客户端唯一ID (如设备ID或用户ID)
+ GameVersion game_version = 2; // 客户端的游戏版本
+ repeated PackageInfo client_packages = 3; // 客户端拥有的资源包列表及其版本和校验和
+ string auth_token = 4; // 可选:OAuth token 或其他认证凭证
+}
+// 认证响应
+message AuthResponse {
+ bool success = 1; // 是否认证成功
+ optional string message = 2; // 认证失败时的错误消息
+ // 如果认证失败,可能需要提供不匹配的包信息
+ repeated PackageInfo mismatched_packages = 3; // 服务器端不匹配或过时的包信息
+ // 注意:此处可以考虑更详细的错误码系统
+ // 如果成功,可能返回一些会话信息
+ optional string session_id = 4; // 会话ID,用于后续请求
+}
+// ===================================================================
+// 3. 房间管理服务 (Room Management Service)
+// 用于查询、建立、加入和离开房间
+// ===================================================================
+service RoomService {
+ // 查询可用房间列表
+ rpc ListRooms (ListRoomsRequest) returns (ListRoomsResponse);
+ // 创建一个新房间
+ rpc CreateRoom (CreateRoomRequest) returns (CreateRoomResponse);
+ // 加入一个现有房间
+ rpc JoinRoom (JoinRoomRequest) returns (JoinRoomResponse);
+ // 离开当前房间
+ rpc LeaveRoom (LeaveRoomRequest) returns (google.protobuf.Empty); // 无需特定响应体
+ // 撤销一个房间 (通常由房主或服务器管理员操作)
+ rpc DisbandRoom (DisbandRoomRequest) returns (google.protobuf.Empty);
+}
+// 房间信息(公共可见部分)
+message RoomInfo {
+ string room_id = 1;
+ string room_name = 2;
+ RoomStatus status = 3;
+ uint32 current_players = 4;
+ uint32 max_players = 5;
+ string map_id = 6; // 当前房间使用的地图ID
+ bool is_private = 7; // 是否是私人房间,需要密码或邀请
+ string host_player_id = 8; // 房主ID
+ google.protobuf.Timestamp created_at = 9; // 房间创建时间
+ GameVersion game_version = 10; // 房间创建时使用的游戏版本,确保一致性
+}
+// 查询房间请求
+message ListRoomsRequest {
+ // 可以根据不同的过滤条件查询房间
+ optional string map_id_filter = 1;
+ optional RoomStatus status_filter = 2;
+ bool only_available = 3; // 只返回可加入的房间
+ uint32 max_results = 4; // 最大返回数量
+}
+// 查询房间响应
+message ListRoomsResponse {
+ repeated RoomInfo rooms = 1;
+}
+// 创建房间请求
+message CreateRoomRequest {
+ string room_name = 1;
+ uint32 max_players = 2;
+ string map_id = 3;
+ optional string password = 4; // 私人房间密码
+ bool is_private = 5;
+ string player_id = 6; // 创建者的玩家ID
+}
+// 创建房间响应
+message CreateRoomResponse {
+ bool success = 1;
+ optional string message = 2;
+ optional RoomInfo room_info = 3; // 成功创建后返回房间信息
+}
+// 加入房间请求
+message JoinRoomRequest {
+ string room_id = 1;
+ string player_id = 2;
+ optional string password = 3; // 如果是私人房间,需要提供密码
+}
+// 加入房间响应
+message JoinRoomResponse {
+ bool success = 1;
+ optional string message = 2;
+ optional RoomInfo room_info = 3; // 成功加入后返回房间信息
+ optional string player_session_token = 4; // 玩家在房间内的会话令牌
+}
+// 离开房间请求
+message LeaveRoomRequest {
+ string room_id = 1;
+ string player_id = 2;
+}
+// 撤销房间请求
+message DisbandRoomRequest {
+ string room_id = 1;
+ string player_id = 2; // 执行撤销的玩家ID (需验证权限)
+}
+// ===================================================================
+// 4. 游戏同步服务 (Game Synchronization Service)
+// 用于游戏内实体、地图、状态等数据的同步
+// 这是一个双向流RPC,客户端和服务器可以持续发送更新
+// ===================================================================
+service GameSyncService {
+ // Bi-directional streaming RPC for real-time game state synchronization
+ // 客户端和服务器持续发送 GameSyncMessage
+ rpc SyncGame (stream GameSyncMessage) returns (stream GameSyncMessage);
+}
+// 实体属性(运行时属性,例如血量、能量等)
+message EntityRuntimeProperties {
+ map string_properties = 1; // 字符串属性 (例如 "state": "idle", "team_id": "blue")
+ map int_properties = 2; // 整型属性 (例如 "health": 100, "attack": 10)
+ map float_properties = 3; // 浮点型属性 (例如 "speed": 5.5, "mana_regen": 1.2)
+ map bool_properties = 4; // 布尔属性 (例如 "is_dead": false, "can_move": true)
+ // 可以添加更多常用类型或更复杂的嵌套消息来表示特定属性
+}
+// 实体信息
+message Entity {
+ EntityID id = 1; // 实体的唯一运行时ID
+ string def_name = 2; // 实体的定义名称 (例如 "PlayerCharacterA", "GoblinWarrior", "HealthPotion")
+ Vec2D position = 3; // 位置
+ Vec2D orientation = 4; // 朝向 (归一化向量)
+ // 运行时属性
+ EntityRuntimeProperties properties = 5;
+ // 实体所属的维度ID (例如 "world_0", "dungeon_level_1", "instance_arena_3")
+ string dimension_id = 6;
+ // 实体创建时间 (可选)
+ optional google.protobuf.Timestamp created_at = 7;
+}
+// 维度信息 (例如一个地图区域,一个副本实例)
+message Dimension {
+ string id = 1; // 维度ID (如 "main_world", "dungeon_level_1")
+ string map_id = 2; // 维度所使用的地图静态ID
+ // 其他维度相关的状态,例如天气,时间OfDay等
+ map custom_data = 3;
+}
+// 单个游戏状态更新包
+message GameStateUpdate {
+ string room_id = 1; // 房间ID
+ google.protobuf.Timestamp timestamp = 2; // 更新时间戳
+ // 实体更新
+ repeated Entity entities_to_add = 3; // 要添加或完全更新的实体
+ repeated Entity entities_to_update = 4; // 要更新的实体(可能是部分更新,根据实现)
+ repeated EntityID entities_to_remove = 5; // 要移除的实体ID
+ // 维度更新
+ repeated Dimension dimensions_to_add = 6;
+ repeated Dimension dimensions_to_update = 7;
+ repeated string dimensions_to_remove = 8; // 移除维度的ID
+ // 其他全局游戏状态(例如游戏阶段、得分、时间限制等)
+ map global_state_properties = 9;
+}
+// 游戏事件
+message GameEvent {
+ enum EventType {
+ UNKNOWN_EVENT = 0;
+ PLAYER_HIT = 1;
+ ITEM_PICKUP = 2;
+ ENTITY_KILLED = 3;
+ SKILL_CAST = 4;
+ // ... 更多事件类型
+ }
+ EventType type = 1;
+ string room_id = 2;
+ google.protobuf.Timestamp timestamp = 3;
+ string source_entity_id = 4; // 导致事件的实体ID
+ optional string target_entity_id = 5; // 事件影响的实体ID
+ // 事件的具体数据,使用 oneof 模式更优雅
+ oneof event_data {
+ PlayerHitEvent player_hit = 6;
+ ItemPickupEvent item_pickup = 7;
+ // ... 更多事件的详细数据
+ }
+}
+// 具体的事件数据示例
+message PlayerHitEvent {
+ int32 damage_dealt = 1;
+ string weapon_id = 2;
+}
+message ItemPickupEvent {
+ string item_def_name = 1;
+ int32 quantity = 2;
+}
+// 通用游戏同步消息(客户端和服务器双向)
+message GameSyncMessage {
+ string room_id = 1; // 当前消息所属的房间ID
+ string player_id = 2; // 发送消息的玩家ID (客户端发送时) 或目标玩家ID (服务器发送时)
+ // 使用 oneof 来区分消息类型
+ oneof content {
+ GameStateUpdate state_update = 3; // 服务器发送完整的游戏状态或增量更新
+ GameEvent client_event = 4; // 客户端发送的游戏操作事件 (如移动、攻击)
+ GameEvent server_event = 5; // 服务器发送的游戏事件 (如伤害、物品掉落)
+ ClientHeartbeat heartbeat = 6; // 客户端发送的心跳包
+ ServerPing ping = 7; // 服务器发送的ping消息
+ ClientInput input = 8; // 客户端的输入 (键盘/鼠标/手柄)
+ }
+}
+// 客户端心跳
+message ClientHeartbeat {
+ google.protobuf.Timestamp client_time = 1; // 客户端本地时间
+}
+// 服务器 ping (用于延迟计算)
+message ServerPing {
+ google.protobuf.Timestamp server_time = 1; // 服务器发送时间
+}
+// 客户端输入(示例,可以更复杂)
+message ClientInput {
+ // 按键状态,例如:map keys_pressed;
+ repeated string keys_pressed = 1; // 当前按下的键名列表
+ Vec2D mouse_position = 2; // 鼠标屏幕坐标
+ bool left_mouse_click = 3;
+ bool right_mouse_click = 4;
+ Vec2D movement_direction = 5; // 玩家移动的期望方向向量
+ // 可以添加更多输入相关的数据
}
\ No newline at end of file