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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// Admin/config weapon grant: push SyncArmoryAddWeapon for account-catalog weapons.
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// Instance ids are deterministic (accountInstanceByTemplate), so the existing
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// AskLoadWeaponToSlot wheel flow picks the granted weapon up with no further
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// server work — equip happens in-game via the armory/weapon wheel.
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//
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func GameRouter_WeaponGrant_GrantWeaponAsync(ctx context.Context, session *GameSession, templateId uint32) any {
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// Router implementation for GameRouter_WeaponGrant_GrantWeaponAsync
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var zero any; return zero
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}
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//
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// Bulk unlock: push SyncArmoryAddWeapon for every account-catalog weapon so the whole
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// catalog lands in the player's armory/backpack. Pushes are idempotent (deterministic
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// instance ids) and are batched with a short delay so the client UI can digest ~600
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// updates without a single burst.
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//
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func GameRouter_WeaponGrant_GrantAllWeaponsAsync(ctx context.Context, session *GameSession) any {
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// Router implementation for GameRouter_WeaponGrant_GrantAllWeaponsAsync
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var zero any; return zero
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}
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//
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// 挂起感知的发放入口 —— 自动发放(unlockAll)和 GM 面板手动点都必须走这里。
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// 手动点按钮时玩家一定在浏览器里 ⇒ 客户端处于 hangup ⇒ 此刻往 socket 灌 671 个包
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// 与 2026-09-23 的断线风暴是同一形态。所以统一在这里先错峰、再等 hangup 解除。
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//
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func GameRouter_WeaponGrant_GrantAllWeaponsWhenReadyAsync(ctx context.Context, session *GameSession, startupDelayMs int32, hangupWaitMs int32) any {
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// Router implementation for GameRouter_WeaponGrant_GrantAllWeaponsWhenReadyAsync
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var zero any; return zero
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}
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//
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// 等到客户端退出 hangup(切后台 / 失焦)再往下走,最多等 。
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// 挂起中的客户端不消费网络消息 —— 往里灌批量包会把 TCP 缓冲填满,
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// 回到前台时判定「与服务器的网络连接已断开」⇒ Reconnect Module 12 秒超时
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// (2026-09-23 断线重连风暴的原始形态)。道具/武器发放都先过这一关。
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//
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func GameRouter_WeaponGrant_WaitForClientInteractiveAsync(ctx context.Context, session *GameSession, hangupWaitMs int32) any {
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// Router implementation for GameRouter_WeaponGrant_WaitForClientInteractiveAsync
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var zero any; return zero
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}
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func GameRouter_WeaponGrant_PublishAllAccountWeaponsIfEnabled(ctx context.Context, rpcCtx *RpcContext) any {
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// Router implementation for GameRouter_WeaponGrant_PublishAllAccountWeaponsIfEnabled
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var zero any; return zero
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}
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// Reset the unlockAll one-shot guard so the next scene load replays the catalog.
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func GameRouter_WeaponGrant_ResetAllWeaponsSentFlag(ctx context.Context, session *GameSession) any {
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// Router implementation for GameRouter_WeaponGrant_ResetAllWeaponsSentFlag
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var zero any; return zero
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}
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func GameRouter_WeaponGrant_WeaponCatalog(ctx context.Context, ) []any {
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// Router implementation for GameRouter_WeaponGrant_WeaponCatalog
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return nil
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}
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