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https://github.com/genxium/DelayNoMore
synced 2025-09-24 13:42:19 +00:00
Further simplified proto communication.
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@@ -15,7 +15,7 @@ message PlayerDownsync {
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int32 speed = 8; // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY"
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int32 battleState = 9;
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int32 joinIndex = 10;
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double colliderRadius = 11;
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int32 colliderRadius = 11;
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bool removed = 12;
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int32 score = 13;
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int32 lastMoveGmtMillis = 14;
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@@ -25,6 +25,8 @@ message PlayerDownsync {
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int32 characterState = 18;
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bool inAir = 19; // by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "inAir (prev -> curr)"
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int32 framesInChState = 20; // number of frames elapsed in the current character state
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int32 activeSkillId = 21;
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int32 activeSkillHit = 22;
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string name = 997;
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string displayName = 998;
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@@ -85,33 +87,29 @@ message MeleeBullet {
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// ALL lengths are in world coordinate
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// for offender
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int32 battleLocalId = 1;
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int32 startupFrames = 2;
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int32 activeFrames = 3;
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int32 recoveryFrames = 4;
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int32 recoveryFramesOnBlock = 5;
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int32 recoveryFramesOnHit = 6;
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double hitboxOffset = 7;
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int32 originatedRenderFrameId = 8;
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int32 originatedRenderFrameId = 1;
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int32 offenderJoinIndex = 2;
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// for defender
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int32 hitStunFrames = 9;
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int32 blockStunFrames = 10;
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double pushbackX = 11;
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double pushbackY = 12;
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int32 startupFrames = 3;
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int32 cancellableStFrame = 4;
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int32 cancellableEdFrame = 5;
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int32 activeFrames = 6;
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int32 damage = 13;
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int32 hitStunFrames = 7;
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int32 blockStunFrames = 8;
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int32 pushbackVelX = 9;
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int32 pushbackVelY = 10;
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int32 damage = 11;
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int32 offenderJoinIndex = 14;
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int32 offenderPlayerId = 15;
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int32 selfLockVelX = 12;
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int32 selfLockVelY = 13;
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double hitboxSizeX = 16;
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double hitboxSizeY = 17;
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int32 hitboxOffsetX = 14;
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int32 hitboxOffsetY = 15;
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int32 hitboxSizeX = 16;
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int32 hitboxSizeY = 17;
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double selfLockVelX = 18;
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double selfLockVelY = 19;
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int32 releaseTriggerType = 999; // 1: rising-edge, 2: falling-edge
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bool blowUp = 18;
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}
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message BattleColliderInfo {
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@@ -127,8 +125,8 @@ message BattleColliderInfo {
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int64 rollbackEstimatedDtNanos = 9;
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int32 renderCacheSize = 10;
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int32 spaceOffsetX = 11;
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int32 spaceOffsetY = 12;
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double spaceOffsetX = 11;
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double spaceOffsetY = 12;
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int32 collisionMinStep = 13;
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bool frameDataLoggingEnabled = 999;
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@@ -141,5 +139,4 @@ message RoomDownsyncFrame {
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repeated MeleeBullet meleeBullets = 4; // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise
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uint64 backendUnconfirmedMask = 5; // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync
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bool shouldForceResync = 6;
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map<int32, int32> playerOpPatternToSkillId = 7;
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}
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