Drafted use of dynamics in jsexport.

This commit is contained in:
genxium
2022-12-23 22:31:55 +08:00
parent 9d03794e49
commit df5c9fda30
10 changed files with 752 additions and 210681 deletions

View File

@@ -79,6 +79,10 @@ message InputsBufferSnapshot {
bool shouldForceResync = 4;
}
message Barrier {
sharedprotos.Polygon2D boundary = 1;
}
message MeleeBullet {
// Jargon reference https://www.thegamer.com/fighting-games-frame-data-explained/
// ALL lengths are in world coordinate
@@ -148,9 +152,11 @@ message BattleColliderInfo {
message RoomDownsyncFrame {
int32 id = 1;
map<int32, PlayerDownsync> players = 2;
repeated PlayerDownsync playersArr = 2;
int64 countdownNanos = 3;
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
uint64 backendUnconfirmedMask = 5; // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync
bool shouldForceResync = 6;
map<int32, PlayerDownsync> players = 99; // TO BE DEPRECATED
}