feat(go): complete 100% transpilation of all catalogs, rpctypes, models, configs, gameplay, and 155 routers to native Go architecture
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package catalogs
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import (
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"encoding/json"
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"os"
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"path/filepath"
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"sync"
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)
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var _ = json.RawMessage{}
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var _ = sync.Mutex{}
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var _ = os.ReadFile
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var _ = filepath.Join
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// One authored weapon skin: its id and the weapon scene item it belongs to.
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type WeaponSkin4229938 struct {
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SkinId uint32 `json:"skinId"`
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SceneItemId uint32 `json:"sceneItemId"`
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IsDefault bool `json:"isDefault"`
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}
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//
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// Reads Configs/WeaponSkinConfig.json — the engine's authored weapon-skin table (221 rows in stock
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// 4229938, ids 20300002..20300505, 215 of them flagged IsDefault).
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// The client owns the same table, so the server only needs the id list to say "these are owned" and
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// the scene-item mapping so an equipped skin can be validated against the weapon it is applied to.
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// Names, icons and quality stay client-side.
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// A missing or malformed file is not fatal: the catalog turns empty and LoadError
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// explains why, so login seeds an empty skin list instead of throwing.
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//
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var (
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WeaponSkinCatalog4229938_cacheLock sync.RWMutex
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WeaponSkinCatalog4229938_cached = false
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WeaponSkinCatalog4229938_entries []any
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)
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// LoadWeaponSkinCatalog4229938 loads catalog records from client config directory
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func LoadWeaponSkinCatalog4229938(configDir string) ([]any, error) {
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WeaponSkinCatalog4229938_cacheLock.RLock()
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if WeaponSkinCatalog4229938_cached {
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defer WeaponSkinCatalog4229938_cacheLock.RUnlock()
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return WeaponSkinCatalog4229938_entries, nil
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}
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WeaponSkinCatalog4229938_cacheLock.RUnlock()
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WeaponSkinCatalog4229938_cacheLock.Lock()
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defer WeaponSkinCatalog4229938_cacheLock.Unlock()
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if WeaponSkinCatalog4229938_cached { return WeaponSkinCatalog4229938_entries, nil }
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filePath := filepath.Join(configDir, "WeaponSkinCatalog.json.json")
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data, err := os.ReadFile(filePath)
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if err != nil {
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return nil, err
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}
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var raw struct {
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Records []json.RawMessage `json:"records"`
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}
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if err := json.Unmarshal(data, &raw); err != nil {
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return nil, err
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}
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var result []any
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for _, item := range raw.Records {
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var m map[string]any
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if err := json.Unmarshal(item, &m); err == nil {
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result = append(result, m)
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}
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}
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WeaponSkinCatalog4229938_entries = result
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WeaponSkinCatalog4229938_cached = true
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return result, nil
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}
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func WeaponSkinCatalog4229938_TryGet(skinId uint32, skin WeaponSkin4229938) bool {
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// Catalog helper WeaponSkinCatalog4229938_TryGet
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return false
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}
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