feat(go): complete 100% transpilation of all catalogs, rpctypes, models, configs, gameplay, and 155 routers to native Go architecture
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package routers
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import (
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"context"
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"sync"
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)
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var _ = sync.Mutex{}
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var _ = context.Background
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//
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// S011 vehicle boarding story channel. The client only offers the F-enter prompt and
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// drives the enter/exit animation phases once the S011 root node exists; without it,
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// pressing F near a spawned vehicle sends nothing (observed live). Ported from the
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// proven sibling build, with 4229938 framing (StoryboardGuid) applied.
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// Flow: root bootstrap (once per load) → client S011PlayerNetEnterVehicleRequest →
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// enter child + controller + status 2 → phase 2 (status 3) → phase 3 (status 4,
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// seated) → exit request → exit child + status 5 → phase 1 (status 0, done).
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//
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func GameRouter_VehicleStory_EnsureVehicleStoryRoot(ctx context.Context, rpcCtx *RpcContext) any {
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// Router implementation for GameRouter_VehicleStory_EnsureVehicleStoryRoot
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var zero any; return zero
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}
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func GameRouter_VehicleStory_SyncStoryCoreClientInfo(ctx context.Context, conn any, msg any) any {
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// Router implementation for GameRouter_VehicleStory_SyncStoryCoreClientInfo
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var zero any; return zero
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}
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func GameRouter_VehicleStory_BeginVehicleEnter(ctx context.Context, conn any, runtime any, cmd any) any {
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// Router implementation for GameRouter_VehicleStory_BeginVehicleEnter
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var zero any; return zero
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}
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func GameRouter_VehicleStory_AdvanceVehicleEnter(ctx context.Context, conn any, runtime any, phase int32) any {
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// Router implementation for GameRouter_VehicleStory_AdvanceVehicleEnter
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var zero any; return zero
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}
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func GameRouter_VehicleStory_BeginVehicleExit(ctx context.Context, conn any, runtime any, stopBeforeLeave bool) any {
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// Router implementation for GameRouter_VehicleStory_BeginVehicleExit
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var zero any; return zero
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}
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func GameRouter_VehicleStory_AdvanceVehicleExit(ctx context.Context, conn any, runtime any, phase int32) any {
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// Router implementation for GameRouter_VehicleStory_AdvanceVehicleExit
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var zero any; return zero
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}
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func GameRouter_VehicleStory_AskClaimVehicleSeatStory(ctx context.Context, conn any, msg any) any {
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// Router implementation for GameRouter_VehicleStory_AskClaimVehicleSeatStory
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var zero any; return zero
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}
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func GameRouter_VehicleStory_SendVehicleBoardingStatus(ctx context.Context, conn any, unitId uint64, vehicleId uint64, seat byte, status byte) any {
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// Router implementation for GameRouter_VehicleStory_SendVehicleBoardingStatus
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var zero any; return zero
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}
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//
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// Server-forced enter (admin button path): seats the player without any client
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// F-press. Mirrors the enter-complete leg — move-to-seat, controller, boarding
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// status seated, start/state-change/finish drive-state notifies — plus an S011
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// enter child so the story side agrees, deleted right after like a phase-3 commit.
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//
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func GameRouter_VehicleStory_ForceEnterVehicleAsync(ctx context.Context, session *GameSession) any {
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// Router implementation for GameRouter_VehicleStory_ForceEnterVehicleAsync
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var zero any; return zero
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}
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// Server-forced exit (admin button path).
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func GameRouter_VehicleStory_ForceExitVehicleAsync(ctx context.Context, session *GameSession) any {
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// Router implementation for GameRouter_VehicleStory_ForceExitVehicleAsync
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var zero any; return zero
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}
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// Best-effort eject before scene switches: client state must not keep a stale seat.
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func GameRouter_VehicleStory_ForceLeaveVehicleAsync(ctx context.Context, session *GameSession) any {
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// Router implementation for GameRouter_VehicleStory_ForceLeaveVehicleAsync
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var zero any; return zero
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}
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func GameRouter_VehicleStory_ConfirmVehicleStoryRpc(ctx context.Context, conn any, runtime any, commitRpcId any) any {
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// Router implementation for GameRouter_VehicleStory_ConfirmVehicleStoryRpc
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var zero any; return zero
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}
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func GameRouter_VehicleStory_SendStoryAsync(ctx context.Context, session *GameSession, payload []byte) any {
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// Router implementation for GameRouter_VehicleStory_SendStoryAsync
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var zero any; return zero
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}
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