少年修仙传服务端代码子仓库
9701 【后端】【越南】【BT7】【主干】跨服竞技64位排位赛(封包)
6个文件已添加
63 ■■■■■ 已修改文件
ServerPack/GameServerPack/HC0_CrossRealm/CrossChampionshipPKOver 补丁 | 查看 | 原始文档 | blame | 历史
ServerPack/GameServerPack/HC0_CrossRealm/CrossChampionshipPKOver.des 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPack/GameServerPack/HC0_CrossRealm/CrossChampionshipPKOver.h 16 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPack/GameServerPack/HC0_CrossRealm/CrossChampionshipPKZoneGroupInfo 补丁 | 查看 | 原始文档 | blame | 历史
ServerPack/GameServerPack/HC0_CrossRealm/CrossChampionshipPKZoneGroupInfo.des 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPack/GameServerPack/HC0_CrossRealm/CrossChampionshipPKZoneGroupInfo.h 45 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPack/GameServerPack/HC0_CrossRealm/CrossChampionshipPKOver
ServerPack/GameServerPack/HC0_CrossRealm/CrossChampionshipPKOver.des
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C0 16 跨服排位战斗结果 #tagGCCrossChampionshipPKOver
ServerPack/GameServerPack/HC0_CrossRealm/CrossChampionshipPKOver.h
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// C0 16 跨服排位战斗结果 #tagGCCrossChampionshipPKOver
struct    tagGCCrossChampionshipPKOver
{
    tagHead        Head;
    DWORD        GroupMark; // 分组标识:64、32、16、8 - 64、32、16、8强赛;4 - 半决赛; 2 - 决赛
    char        TimeStr[19]; // 结算时间,格式 yyyy-MM-dd HH:mm:ss
    BYTE        OverType; // 0-正常,1-有人离线
    DWORD        WinnerID; // 胜方ID
    DWORD        LoserID; // 败方ID
    BYTE        RoundCount; // PK回合数
    DWORD        RoundWinnerID[RoundCount]; // 回合获胜ID列表
    BYTE        TagNameLen;
    char        TagName[TagNameLen];
    BYTE        Rank;    // 最终名次,决赛才有
};
ServerPack/GameServerPack/HC0_CrossRealm/CrossChampionshipPKZoneGroupInfo
ServerPack/GameServerPack/HC0_CrossRealm/CrossChampionshipPKZoneGroupInfo.des
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C0 15 跨服排位分区分组信息 #tagGCCrossChampionshipPKZoneGroupInfo
ServerPack/GameServerPack/HC0_CrossRealm/CrossChampionshipPKZoneGroupInfo.h
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// C0 15 跨服排位分区分组信息 #tagGCCrossChampionshipPKZoneGroupInfo
struct    tagGCCrossChampionshipPKBattlePlayer
{
    DWORD        PlayerID;        // 玩家ID
    WORD        SuperPlayerCount;    // 总支持人数
};
struct    tagGCCrossChampionshipPKBattle
{
    BYTE        BattleNum;    // 对战组编号 1~n
    DWORD        WinPlayerID;    // 获胜玩家ID
    BYTE        PlayerCount;    // 对战玩家数
    tagGCCrossChampionshipPKBattlePlayer    PlayerList[PlayerCount];    // 玩家列表
};
struct    tagGCCrossChampionshipPKGroup
{
    DWORD        GroupMark;    // 战斗分区mark, 如 64、32、16、8、4-半决赛、2-决赛;
    BYTE        BattleCount;    // 对战组数
    tagGCCrossChampionshipPKBattle    BattleList[BattleCount];    // 对战组列表
};
struct    tagGCCrossChampionshipPKPlayer
{
    DWORD        PlayerID;        // 玩家ID
    BYTE        NameLen;
    char        PlayerName[NameLen];
    BYTE        Job;
    WORD        LV;
    DWORD        FightPower;
    WORD        RealmLV;
};
struct    tagGCCrossChampionshipPKZoneGroupInfo
{
    tagHead        Head;
    DWORD        ActID;        // 活动ID,活动ID不同则可重置前端排位赛相关缓存数据
    BYTE        StateError;    // 本次活动是否已经出现流程状态异常;如服务器异常或维护服务器导致跳过步骤,则会废弃该次比赛,直到下次新活动;
    BYTE        ZoneID;        // 分区ID
    BYTE        PlayerCount;    // 参赛玩家数
    tagGCCrossChampionshipPKPlayer    PlayerList[PlayerCount];
    WORD        GroupCount;
    tagGCCrossChampionshipPKGroup    GroupList[GroupCount];
};