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https://github.com/genxium/DelayNoMore
synced 2025-09-24 04:39:10 +00:00
Drafted backend handling of melee attack.
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@@ -4,36 +4,6 @@ option go_package = "battle_srv/protos"; // here "./" corresponds to the "--go_o
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package protos;
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import "geometry.proto"; // The import path here is only w.r.t. the proto file, not the Go package.
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message BattleColliderInfo {
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string stageName = 1;
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map<string, sharedprotos.Vec2DList> strToVec2DListMap = 2;
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map<string, sharedprotos.Polygon2DList> strToPolygon2DListMap = 3;
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int32 stageDiscreteW = 4;
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int32 stageDiscreteH = 5;
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int32 stageTileW = 6;
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int32 stageTileH = 7;
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int32 intervalToPing = 8;
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int32 willKickIfInactiveFor = 9;
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int32 boundRoomId = 10;
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int64 battleDurationNanos = 11;
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int32 serverFps = 12;
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int32 inputDelayFrames = 13;
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uint32 inputScaleFrames = 14;
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int32 nstDelayFrames = 15;
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int32 inputFrameUpsyncDelayTolerance = 16;
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int32 maxChasingRenderFramesPerUpdate = 17;
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int32 playerBattleState = 18;
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double rollbackEstimatedDtMillis = 19;
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int64 rollbackEstimatedDtNanos = 20;
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double worldToVirtualGridRatio = 21;
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double virtualGridToWorldRatio = 22;
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int32 spAtkLookupFrames = 23;
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int32 renderCacheSize = 24;
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}
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message PlayerDownsync {
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int32 id = 1;
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int32 virtualGridX = 2;
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@@ -126,6 +96,38 @@ message MeleeBullet {
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int32 offenderPlayerId = 17;
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}
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message BattleColliderInfo {
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string stageName = 1;
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map<string, sharedprotos.Vec2DList> strToVec2DListMap = 2;
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map<string, sharedprotos.Polygon2DList> strToPolygon2DListMap = 3;
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int32 stageDiscreteW = 4;
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int32 stageDiscreteH = 5;
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int32 stageTileW = 6;
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int32 stageTileH = 7;
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int32 intervalToPing = 8;
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int32 willKickIfInactiveFor = 9;
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int32 boundRoomId = 10;
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int64 battleDurationNanos = 11;
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int32 serverFps = 12;
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int32 inputDelayFrames = 13;
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uint32 inputScaleFrames = 14;
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int32 nstDelayFrames = 15;
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int32 inputFrameUpsyncDelayTolerance = 16;
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int32 maxChasingRenderFramesPerUpdate = 17;
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int32 playerBattleState = 18;
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double rollbackEstimatedDtMillis = 19;
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int64 rollbackEstimatedDtNanos = 20;
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double worldToVirtualGridRatio = 21;
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double virtualGridToWorldRatio = 22;
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int32 spAtkLookupFrames = 23;
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int32 renderCacheSize = 24;
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map<int32, MeleeBullet> meleeSkillConfig = 25; // skillId -> skill
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}
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message RoomDownsyncFrame {
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int32 id = 1;
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map<int32, PlayerDownsync> players = 2;
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