init(server/game): rewrite the server in c++
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@@ -0,0 +1,121 @@
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syntax = "proto3";
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import "Common.proto";
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message ChangeScriptEmotionCsReq {
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uint32 script_id = 1; // offset: 32
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uint32 BLKFCFGMMBD = 2; // offset: 24
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HeartDialEmotionType target_emotion_type = 12; // offset: 28
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}
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message ChangeScriptEmotionScRsp {
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uint32 retcode = 1; // offset: 32
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uint32 script_id = 7; // offset: 28
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HeartDialEmotionType emotion_type = 9; // offset: 24
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}
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enum CmdHeartdialType {
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CmdHeartdialType_NLCDGIPGFDJ = 0;
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CmdHeartdialType_GetHeartDialInfoScRsp = 6325;
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CmdHeartdialType_HeartDialTraceScriptCsReq = 6315;
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CmdHeartdialType_FinishEmotionDialoguePerformanceCsReq = 6358;
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CmdHeartdialType_SubmitEmotionItemScRsp = 6316;
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CmdHeartdialType_ChangeScriptEmotionScRsp = 6375;
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CmdHeartdialType_GetHeartDialInfoCsReq = 6334;
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CmdHeartdialType_ChangeScriptEmotionCsReq = 6305;
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CmdHeartdialType_SubmitEmotionItemCsReq = 6360;
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CmdHeartdialType_HeartDialScriptChangeScNotify = 6383;
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CmdHeartdialType_HeartDialTraceScriptScRsp = 6342;
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CmdHeartdialType_FinishEmotionDialoguePerformanceScRsp = 6356;
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}
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message EAJEMNNNEBM {
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uint32 CNHLAAHDPGA = 6; // offset: 28
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uint32 LLIOEMOBFGD = 12; // offset: 24
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}
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message FinishEmotionDialoguePerformanceCsReq {
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uint32 script_id = 3; // offset: 24
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uint32 dialogue_id = 4; // offset: 32
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uint32 BLKFCFGMMBD = 10; // offset: 28
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}
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message FinishEmotionDialoguePerformanceScRsp {
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ItemList reward_list = 4; // offset: 24
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uint32 retcode = 6; // offset: 36
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uint32 dialogue_id = 9; // offset: 32
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uint32 script_id = 14; // offset: 40
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}
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message GetHeartDialInfoCsReq {
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}
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message GetHeartDialInfoScRsp {
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uint32 retcode = 1; // offset: 52
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repeated HeartDialDialogueInfo dialogue_info_list = 3; // offset: 16
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repeated HeartDialScriptInfo script_info_list = 4; // offset: 32
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repeated EAJEMNNNEBM EBLMNLBBFNL = 9; // offset: 40
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HeartDialUnlockStatus unlock_status = 14; // offset: 48
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}
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message HeartDialDialogueInfo {
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uint32 dialogue_id = 9; // offset: 28
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bool GDPHOIMONLN = 13; // offset: 24
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}
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enum HeartDialEmotionType {
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HEART_DIAL_EMOTION_TYPE_PEACE = 0;
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HEART_DIAL_EMOTION_TYPE_ANGER = 1;
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HEART_DIAL_EMOTION_TYPE_HAPPY = 2;
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HEART_DIAL_EMOTION_TYPE_SAD = 3;
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}
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message HeartDialScriptChangeScNotify {
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repeated EAJEMNNNEBM EBLMNLBBFNL = 7; // offset: 16
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repeated HeartDialDialogueInfo changed_dialogue_info_list = 8; // offset: 32
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HeartDialUnlockStatus unlock_status = 11; // offset: 48
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repeated HeartDialScriptInfo changed_script_info_list = 12; // offset: 24
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}
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message HeartDialScriptInfo {
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bool EEKCKFGHGEH = 1; // offset: 25
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HeartDialStepType step = 3; // offset: 36
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HeartDialEmotionType cur_emotion_type = 7; // offset: 28
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uint32 script_id = 8; // offset: 32
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bool LHCOJIEBFFM = 13; // offset: 24
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}
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enum HeartDialStepType {
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HeartDialStepType_COEEJALELPF = 0;
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HeartDialStepType_BADPBGFJPNN = 1;
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HeartDialStepType_game_lock_info = 2;
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HeartDialStepType_CCJMKNNHKKE = 3;
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HeartDialStepType_BEJEBBNFGPM = 4;
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HeartDialStepType_NGNFOIHNLMJ = 5;
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}
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message HeartDialTraceScriptCsReq {
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EAJEMNNNEBM NDPMEMLJGCK = 2; // offset: 16
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}
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message HeartDialTraceScriptScRsp {
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uint32 retcode = 6; // offset: 32
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EAJEMNNNEBM NDPMEMLJGCK = 11; // offset: 16
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}
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enum HeartDialUnlockStatus {
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HEART_DIAL_UNLOCK_STATUS_LOCK = 0;
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HEART_DIAL_UNLOCK_STATUS_UNLOCK_SINGLE = 1;
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HEART_DIAL_UNLOCK_STATUS_UNLOCK_ALL = 2;
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}
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message SubmitEmotionItemCsReq {
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ItemList item_list = 13; // offset: 16
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uint32 script_id = 15; // offset: 32
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}
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message SubmitEmotionItemScRsp {
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uint32 retcode = 6; // offset: 28
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uint32 script_id = 12; // offset: 24
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}
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