2025-02-05 18:45:49 +08:00
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syntax = "proto3";
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package user_management;
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2025-02-08 18:57:05 +08:00
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option go_package = "./user_management";
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2025-02-05 18:45:49 +08:00
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message Request {
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string ping = 1;
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}
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message Response {
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string pong = 1;
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}
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2025-02-08 18:57:05 +08:00
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message SetUserRequest{
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uint64 UserId = 1;//用户id
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string Nickname = 2;//昵称
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string Avatar = 3;//头像
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2025-02-05 18:45:49 +08:00
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}
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2025-02-08 18:57:05 +08:00
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message SetUserResponse{
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int64 RowsAffected = 1;
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}
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message CreateUserRequest{
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string Nickname = 1;
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string Avatar = 2;
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}
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message UserId{
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uint64 UserId = 1;
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}
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message Empty {}//空结构体
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message User {
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uint64 ID = 1;
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string Nickname = 2;
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string Avatar = 3;
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2025-02-12 18:10:25 +08:00
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bool IsNew = 4;
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2025-02-08 18:57:05 +08:00
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}
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service user_management {
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2025-02-05 18:45:49 +08:00
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rpc Ping(Request) returns(Response);
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2025-02-08 18:57:05 +08:00
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//SetUser 设置用户信息
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rpc SetUser (SetUserRequest) returns(SetUserResponse);
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//CreateUser 获取用户或者创建用户
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rpc CreateUser(CreateUserRequest) returns(UserId);
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//CreateEmptyUser 创建空用户,用于关联游戏账号的空数据
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rpc CreateEmptyUser(Empty) returns(UserId);
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2025-02-12 18:10:25 +08:00
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//FirstOrCreateUser 创建用户或者获取用户
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rpc FindById(UserId) returns(User);
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2025-02-08 18:57:05 +08:00
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//GetUserById 通过 ID 获取用户
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rpc GetUserById(UserId) returns(User);
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2025-02-05 18:45:49 +08:00
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}
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