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@ -135,6 +135,7 @@ void HandlerMgr::RegisterNetMsgHandlers()
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RegisterNetMsgHandler(&ggmsghandler, &Player::_CMReportSpecShotHitPos);
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RegisterNetMsgHandler(&ggmsghandler, &Player::_CMWatchTarget);
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RegisterNetMsgHandler(&ggmsghandler, &Player::_CMTeamCommand);
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RegisterNetMsgHandler(&ggmsghandler, &Player::_CMMobaBattleData);
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}
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void HandlerMgr::ProcGMMsg(unsigned long saddr, int sockhandle,
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@ -1876,6 +1876,11 @@ void Player::_CMTeamCommand(f8::MsgHdr* hdr, const cs::CMTeamCommand& msg)
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}
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}
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void Player::_CMMobaBattleData(f8::MsgHdr* hdr, const cs::CMMobaBattleData& msg)
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{
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}
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void Player::SetShotHold(bool hold)
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{
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if (!hold && shot_hold) {
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@ -30,6 +30,7 @@ namespace cs
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class CMReportSpecShotHitPos;
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class CMWatchTarget;
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class CMTeamCommand;
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class CMMobaBattleData;
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}
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class Room;
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@ -147,6 +148,7 @@ class Player : public Human
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void _CMReportSpecShotHitPos(f8::MsgHdr* hdr, const cs::CMReportSpecShotHitPos& msg);
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void _CMWatchTarget(f8::MsgHdr* hdr, const cs::CMWatchTarget& msg);
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void _CMTeamCommand(f8::MsgHdr* hdr, const cs::CMTeamCommand& msg);
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void _CMMobaBattleData(f8::MsgHdr* hdr, const cs::CMMobaBattleData& msg);
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virtual void SetAttackDir(const glm::vec3& attack_dir) override;
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void AsyncRequestWatchWar(bool send_rsp_msg);
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@ -34,6 +34,7 @@ enum CMMessageId_e
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_CMReportSpecShotHitPos = 240;
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_CMWatchTarget = 241;
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_CMTeamCommand = 242;
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_CMMobaBattleData = 243;
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}
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enum SMMessageId_e
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@ -49,6 +50,7 @@ enum SMMessageId_e
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_SMGetSettlementTeamList = 238;
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_SMWatchTarget = 241;
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_SMTeamComamnd = 242;
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_SMMobaBattleData = 243;
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_SMJoinedNotify = 103;
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_SMMapInfo = 1002;
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@ -78,4 +80,6 @@ enum SMMessageId_e
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_SMViewerUiNotify = 1029;
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_SMViewerUiMemberUpdate = 1030;
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_SMTeamCommandNotify = 1031;
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_SMTeamFullNotify = 1032;
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_SMTeamPartNotify = 1033;
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}
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@ -739,6 +739,48 @@ message MFTeamData
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repeated MFSkin skin = 39; //皮肤id
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}
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//队伍数据-全量
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message MFTeamMemberNew
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{
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optional int32 team_id = 1; //队伍Id
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optional int32 obj_uniid = 2; //玩家id
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optional MFVec3 pos = 3; //位置
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optional MFVec3 dir = 4; //方向
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optional float health = 5; //血量
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optional bool disconnected = 6 [default = false]; //是否短线
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optional bool dead = 7 [default = false]; //是否死亡
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optional bool downed = 8 [default = false]; //是否倒下
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optional string name = 9; //名字
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optional float max_health = 10; //最大血量
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optional int32 hero_id = 20 [default = 0]; //英雄id
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optional int32 level = 21 [default = 0]; //等级
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optional int32 hero_level = 22; //hero等级
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optional int32 hero_exp = 23; //hero经验
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optional int32 hero_max_exp = 24; //hero max经验
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optional int32 main_skill_cd = 25 [default = 0]; //技能cd时间
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}
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//队伍数据-全量
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message MFTeamFull
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{
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optional int32 team_id = 1; //队伍Id
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repeated MFTeamMemberNew members = 2; //队伍成员
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}
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//队伍数据-部分
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message MFTeamPart
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{
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optional int32 team_id = 1; //队伍Id
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optional int32 obj_uniid = 2; //玩家id
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optional MFVec3 pos = 3; //位置
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optional MFVec3 dir = 4; //方向
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optional float health = 5; //血量
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optional float max_health = 6; //最大血量
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optional bool disconnected = 7 [default = false]; //是否短线
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optional bool dead = 8 [default = false]; //是否死亡
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optional bool downed = 9 [default = false]; //是否倒下
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}
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//队伍数据
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message MFTeamDataNew
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{
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@ -1403,7 +1445,6 @@ message MFMobaTeamMember
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optional int32 head_frame = 10; //头像框
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optional int32 obj_uniid = 11; //对象唯一id
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}
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//moba队伍
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message MFMobaTeam
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{
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@ -1432,6 +1473,28 @@ message MFViewerTeam
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repeated MFViewTeamMember members = 2; //成员列表
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}
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//moba战斗数据-队伍
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message MFMobaBattleDataMember
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{
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optional int32 team_id = 1; //队伍id
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optional int32 member_uniid = 2; //uniid
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optional string avatar_url = 3; //头像
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optional int32 hero_id = 4; //英雄id
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optional int32 head_frame = 5; //头像框
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repeated int32 inventory = 11; //库存(相当于其他游戏里的背包)
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optional int32 main_skill_id = 30; //主技能id
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optional int32 main_skill_cd = 31; //主技能cd(单位毫秒)
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}
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//moba战斗数据-队伍
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message MFMobaBattleDataTeam
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{
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optional int32 team_id = 1; //队伍id
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repeated MFMobaBattleDataMember members = 2; //成员列表
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}
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//end mfmsg
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//加入
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@ -1736,6 +1799,16 @@ message CMTeamCommand
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optional string custom_command = 2; //指令(json格式,客户端自定义)
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}
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//请求moba战斗数据
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message CMMobaBattleData
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{
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}
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message SMMobaBattleData
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{
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repeated MFMobaBattleDataTeam team_list = 1; //队伍列表(客户端通过判断team_id是否等于自己队伍)
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}
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//加入成功
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message SMJoinedNotify
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{
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@ -2034,3 +2107,19 @@ message SMTeamCommandNotify
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optional int32 sender_id = 1; //指令发起者
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optional string custom_command = 2; //指令(json格式客户端自定义)
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}
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//队伍信息通知-全量
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/*
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该消息在进入战斗开始后发(注意战前准备阶段不发因为那时可能会发生队伍合并)后续如果断线重连也会补发客户端需要处理多次的问题
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不同于SMUpdate.team_data该队伍关系不会在发生改变(由于战前准备阶段会有合并队伍的情况所欲SMUpdate.team_data是会发生队伍的变更)
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*/
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message SMTeamFullNotify
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{
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repeated MFTeamFull team_list = 1; //队伍列表
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}
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//队伍信息通知-部分
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message SMTeamPartNotify
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{
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repeated MFTeamPart members = 1; //待更新成员列表
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}
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