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text:
*.proto转*.cs

1.定义协议文件*.proto。到根目录，如：protocal_loginserver.proto
2.双击运行：BuildCS.bat。生成：protocal_loginserver.cs
3.将protocal_loginserver.cs文件copy到项目中。(assets/SampleSocket/ProtocalData)
4.完成

备注：
1.若要修改namespace，以文本文档方式打开，BuildCS.bat,修改“-ns:******”即可。
2.协议数据结构两种方式：
	1.一个*.proto文件：将所有相关协议，写到一个*.proto中
	2.多个*.proto文件：每一条相关协议，写成独立*.proto中。
该工具都可以支持，多人维护协议时推荐后者。


text:
The core Protocol Buffers technology is provided courtesy of Google.
At the time of writing, this is released under the BSD license.
Full details can be found here:

http://code.google.com/p/protobuf/

This .NET implementation is Copyright 2008 Marc Gravell

   Licensed under the Apache License, Version 2.0 (the "License");
   you may not use this file except in compliance with the License.
   You may obtain a copy of the License at

       http://www.apache.org/licenses/LICENSE-2.0

   Unless required by applicable law or agreed to in writing, software
   distributed under the License is distributed on an "AS IS" BASIS,
   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   See the License for the specific language governing permissions and
   limitations under the License.


text:
Protocol Buffers - Google's data interchange format
Copyright 2008 Google Inc.
http://code.google.com/p/protobuf/

This package contains a precompiled Win32 binary version of the protocol buffer
compiler (protoc).  This binary is intended for Windows users who want to
use Protocol Buffers in Java or Python but do not want to compile protoc
themselves.  To install, simply place this binary somewhere in your PATH.

This binary was built using MinGW, but the output is the same regardless of
the C++ compiler used.

You will still need to download the source code package in order to obtain the
Java or Python runtime libraries.  Get it from:
  http://code.google.com/p/protobuf/downloads/


text:
syntax = "proto2";

message UserUnregisterRes{
	required int32 status = 1;
}

message EditProfileReq{
	required string unick = 1;
	required int32 uface = 2;
	required int32 usex = 3;
}

message EditProfileRes{
	required int32 status = 1;
}

message UserAccountInfo{
	 required int32 uid = 1;
	 required string uname = 2;
	 required string pwd = 3;
	 required string unick = 4;
	 required int32 ulevel = 5;
	 required int32 uexp = 6;
	 required int32 urank = 7;
	 required int32 ucoin = 8;
	 required int32 udiamond = 9;
	 required string usignature = 10;
	 required int32 uintegrity = 11;
	 required int32 status = 12;
	 required int32 uface = 13;
	 required string heros = 14;
	 required int32 urankExp = 15;
}
message UserLoginReq{
	required string uname = 1;
	required string pwd = 2;
}

message UserLoginRes{
	required int32 status = 1;
	optional UserAccountInfo uinfo = 2;
}

message UserRegisteReq{
	required string uname = 1;
	required string pwd = 2;
	required string unick = 3;
}
message UserRegisteRes{
	required int32 status = 1;
	optional UserAccountInfo uinfo = 2;
}

message UserUnregisteRes{
	required string status = 1;
	optional UserAccountInfo uinfo = 2;
}


text:
syntax = "proto2";

message LoginLogicReq{
    required string uname = 1;
}

message LoginLogicRes{
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    required int32 udp_port = 2;
}

message UdpTestReq{
    required string content = 1;
}

message UdpTestRes{
    required string content = 1;
}

message StartMatchReq{
    required string uname = 1;
}

message StartMatchRes{
    required int32 current = 1;
    required int32 max = 2;
}

message StartMultiReq{
    required string uname = 1;
}

message StartStoryReq{
    required string uname = 1;
}

message StopMatchReq{
    required string uname = 1;
}

message StopMatchRes{
    required int32 status = 1;
}

message MatchInfo{
    required string unick = 1;
    required int32 urank = 2;
    required int32 seatId = 3;
    required int32 uface = 4;
    required int32 ulevel = 5;
}

message FinishMatchTick{
    repeated MatchInfo matchers = 1;
    required int32 heroSelectTime = 2;
    required int32 roomId = 3;
}

message SelectHeroReq{
    required string uname = 1;
    required int32 hero_id = 2;
}

message SelectHeroRes{
    required int32 seatId = 1;
    required int32 hero_id = 2;
}

message SubmitHeroReq{
    required string uname = 1;
}
message SubmitHeroRes{
    required int32 seatId = 1;
}

message UpdateSelectTimer{
    required int32 current = 1;
}

message ForceSelect{
    repeated SelectHeroRes selectResults = 1;
}

message PlayerInput{
    required int32 seatId = 1;
    required int32 moveX = 2;
    required int32 moveY = 3;
    required bool jump = 4;
    required int32 mouseX = 5;
    required int32 mouseY = 6;
    required bool attack = 7;
    required bool heroFirstSkill = 8;
    required bool heroSecondSkill = 9;
    required bool weaponFirstSkill = 10;
    required bool weaponSecondSkill = 11;
    required int32 faceX = 12;
    required int32 faceY = 13;
    required int32 faceZ = 14;
}

message LogicFrame{
    required int32 frameId = 1;
    repeated PlayerInput inputs = 2;
}

message NextFrameInput{
    required int32 frameId = 1;
    required int32 roomId = 2;
    required int32 roomType = 3;
    required int32 seatId = 4;
    repeated PlayerInput inputs = 5;
}

message LogicFramesToSync{
    required int32 frameId = 1;
    repeated LogicFrame unsyncFrames = 2;
}

message StartGameReq{
    required string uname = 1;
}

message StartGameRes{
    required int32 gameTime = 1;
    required int32 randSeed = 2;
    required int32 logicFrameDeltaTime = 3;
    required int32 startGameDelay = 4;
}

message InitUdpReq{
    required string uname = 1;
}

message ExitGameReq{
    required string uname = 1;
}

message ExitGameRes{
    required int32 status = 1;
}

message OnCharacterExitTick
{
    required int32 seatId = 1;
}

message UserPackageInfo
{
    required int32 ulevel = 1;
    required int32 uexp = 2;
    required int32 urank = 3;
    required int32 urankExp = 4;
    required int32 ucoin = 6;
    required int32 udiamond = 7;
}

message OnGameEndTick
{
    required int32 status = 1;
    optional int32 score = 2;
    optional UserPackageInfo  packageInfo = 3;
}


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