local ipairs = ipairs local table = table local math = math local redisproxy = redisproxy local MsgPack = MsgPack local _M = {} function _M.formatCommonRpc(agent , data) local role = agent.role local roleId = role:getProperty("id") local msg = MsgPack.unpack(data) local pvpTC = role:getProperty("pvpTC") for slot, heroId in pairs(msg.heros) do if not role.heros[heroId] then return end end if not next(msg.heros) then return end table.clear(pvpTC) pvpTC.heros = {} for slot, heroId in pairs(msg.heros) do pvpTC.heros[slot] = heroId end pvpTC.leader = msg.leader role:savePvpCTeam(pvpTC) SendPacket(actionCodes.Pvp_formatCommonRpc, '') return true end function _M.formatHighRpc(agent , data) local role = agent.role local msg = MsgPack.unpack(data) local pvpTH = role.pvpData:getProperty("pvpTH") role.pvpData:updateProperty({field = "pvpTH", value = pvpTH}) SendPacket(actionCodes.Pvp_formatHighRpc, '') return true end function _M.refreshMatchRpc(agent, data) local role = agent.role local msg = MsgPack.unpack(data) local pvpData = role.pvpData pvpData:refreshMatchC() SendPacket(actionCodes.Pvp_refreshMatchRpc, '') return true end function _M.buyCountRpc(agent, data) local role = agent.role local msg = MsgPack.unpack(data) SendPacket(actionCodes.Pvp_buyCountRpc, '') return true end function _M.startBattleRpc(agent, data) end function _M.endBattleRpc(agent, data) end function _M.matchListRpc(agent, data) end return _M