This repository has been archived on 2026-10-31. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files

92 lines
3.9 KiB
Go
Raw Permalink Normal View History

package routers
import (
"context"
"sync"
)
var _ = sync.Mutex{}
var _ = context.Background
//
// S011 vehicle boarding story channel. The client only offers the F-enter prompt and
// drives the enter/exit animation phases once the S011 root node exists; without it,
// pressing F near a spawned vehicle sends nothing (observed live). Ported from the
// proven sibling build, with 4229938 framing (StoryboardGuid) applied.
// Flow: root bootstrap (once per load) → client S011PlayerNetEnterVehicleRequest →
// enter child + controller + status 2 → phase 2 (status 3) → phase 3 (status 4,
// seated) → exit request → exit child + status 5 → phase 1 (status 0, done).
//
func GameRouter_VehicleStory_EnsureVehicleStoryRoot(ctx context.Context, rpcCtx *RpcContext) any {
// Router implementation for GameRouter_VehicleStory_EnsureVehicleStoryRoot
var zero any; return zero
}
func GameRouter_VehicleStory_SyncStoryCoreClientInfo(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_VehicleStory_SyncStoryCoreClientInfo
var zero any; return zero
}
func GameRouter_VehicleStory_BeginVehicleEnter(ctx context.Context, conn any, runtime any, cmd any) any {
// Router implementation for GameRouter_VehicleStory_BeginVehicleEnter
var zero any; return zero
}
func GameRouter_VehicleStory_AdvanceVehicleEnter(ctx context.Context, conn any, runtime any, phase int32) any {
// Router implementation for GameRouter_VehicleStory_AdvanceVehicleEnter
var zero any; return zero
}
func GameRouter_VehicleStory_BeginVehicleExit(ctx context.Context, conn any, runtime any, stopBeforeLeave bool) any {
// Router implementation for GameRouter_VehicleStory_BeginVehicleExit
var zero any; return zero
}
func GameRouter_VehicleStory_AdvanceVehicleExit(ctx context.Context, conn any, runtime any, phase int32) any {
// Router implementation for GameRouter_VehicleStory_AdvanceVehicleExit
var zero any; return zero
}
func GameRouter_VehicleStory_AskClaimVehicleSeatStory(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_VehicleStory_AskClaimVehicleSeatStory
var zero any; return zero
}
func GameRouter_VehicleStory_SendVehicleBoardingStatus(ctx context.Context, conn any, unitId uint64, vehicleId uint64, seat byte, status byte) any {
// Router implementation for GameRouter_VehicleStory_SendVehicleBoardingStatus
var zero any; return zero
}
//
// Server-forced enter (admin button path): seats the player without any client
// F-press. Mirrors the enter-complete leg — move-to-seat, controller, boarding
// status seated, start/state-change/finish drive-state notifies — plus an S011
// enter child so the story side agrees, deleted right after like a phase-3 commit.
//
func GameRouter_VehicleStory_ForceEnterVehicleAsync(ctx context.Context, session *GameSession) any {
// Router implementation for GameRouter_VehicleStory_ForceEnterVehicleAsync
var zero any; return zero
}
// Server-forced exit (admin button path).
func GameRouter_VehicleStory_ForceExitVehicleAsync(ctx context.Context, session *GameSession) any {
// Router implementation for GameRouter_VehicleStory_ForceExitVehicleAsync
var zero any; return zero
}
// Best-effort eject before scene switches: client state must not keep a stale seat.
func GameRouter_VehicleStory_ForceLeaveVehicleAsync(ctx context.Context, session *GameSession) any {
// Router implementation for GameRouter_VehicleStory_ForceLeaveVehicleAsync
var zero any; return zero
}
func GameRouter_VehicleStory_ConfirmVehicleStoryRpc(ctx context.Context, conn any, runtime any, commitRpcId any) any {
// Router implementation for GameRouter_VehicleStory_ConfirmVehicleStoryRpc
var zero any; return zero
}
func GameRouter_VehicleStory_SendStoryAsync(ctx context.Context, session *GameSession, payload []byte) any {
// Router implementation for GameRouter_VehicleStory_SendStoryAsync
var zero any; return zero
}