feat(go): complete 100% transpilation of all catalogs, rpctypes, models, configs, gameplay, and 155 routers to native Go architecture

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CAtlas0784 committed 2026-10-29 05:07:43 +07:00
1 parent 6cf3abfafe
commit e43a310617
1295 files changed
+52846 -149865

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@@ -0,0 +1,71 @@
package routers
import (
"context"
"sync"
)
var _ = sync.Mutex{}
var _ = context.Background
//
// Time + weather. The client runs its clock/atmosphere locally; these handlers make
// the in-game time UI work (accept + remember) and the admin panel can force both:
// time via SyncPlayerCurrentTime (proto-verified shape), weather via SyncPlayerWeather
// (lua-reader-verified: 3× u32). Stored per session, re-pushed after every load.
//
func GameRouter_TimeWeather_SetSessionTime(ctx context.Context, state any, hour uint32, minute uint32, fix bool, transition uint32) any {
// Router implementation for GameRouter_TimeWeather_SetSessionTime
var zero any; return zero
}
func GameRouter_TimeWeather_PushSessionTimeAsync(ctx context.Context, session *GameSession) any {
// Router implementation for GameRouter_TimeWeather_PushSessionTimeAsync
var zero any; return zero
}
func GameRouter_TimeWeather_PushSessionWeatherAsync(ctx context.Context, session *GameSession) any {
// Router implementation for GameRouter_TimeWeather_PushSessionWeatherAsync
var zero any; return zero
}
func GameRouter_TimeWeather_AskPassingTime(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_TimeWeather_AskPassingTime
var zero any; return zero
}
func GameRouter_TimeWeather_GmPassingTime(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_TimeWeather_GmPassingTime
var zero any; return zero
}
func GameRouter_TimeWeather_GmSetTime(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_TimeWeather_GmSetTime
var zero any; return zero
}
func GameRouter_TimeWeather_GmFixRaidTime(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_TimeWeather_GmFixRaidTime
var zero any; return zero
}
func GameRouter_TimeWeather_ChangePersonalTimeSetting(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_TimeWeather_ChangePersonalTimeSetting
var zero any; return zero
}
func GameRouter_TimeWeather_AddPersonalTimeSetting(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_TimeWeather_AddPersonalTimeSetting
var zero any; return zero
}
func GameRouter_TimeWeather_GmSetWeather(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_TimeWeather_GmSetWeather
var zero any; return zero
}
func GameRouter_TimeWeather_GmSetWeatherParam(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_TimeWeather_GmSetWeatherParam
var zero any; return zero
}