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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// Weapon-skin surface (build 4229938), ported from the Lyco donor build on 2026-09-26.
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// Ownership is seeded at login: PlayerWeaponSkinInfo.OwnedSkinIds gets every authored
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// WeaponSkinConfig id (221 in stock 4229938), which is what makes the skin picker list anything at
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// all. These handlers then persist the per-character equipped set
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// (SpiritWeaponSkinDict) and answer empty OK — the client commits the assignment locally.
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// ⛑ Both bodies are decoded defensively: they are C2S shapes read off the donor's
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// ClientToGameDelegate.lua serializers, and an unanswered INVOKE would leave the picker waiting
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// forever, which is worse than a skin the server forgets.
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//
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func GameRouter_WeaponSkins_AskSetWeaponSkins(ctx context.Context, conn any, msg any) any {
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// Router implementation for GameRouter_WeaponSkins_AskSetWeaponSkins
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var zero any; return zero
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}
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func GameRouter_WeaponSkins_AskSyncWeaponSkinToSpirits(ctx context.Context, conn any, msg any) any {
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// Router implementation for GameRouter_WeaponSkins_AskSyncWeaponSkinToSpirits
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var zero any; return zero
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}
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//
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// Push newly acquired skins (skinId -> acquireTime). With unlock-all the whole catalog is owned
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// from login, so this stays unused — it is the only channel for granting a skin mid-session and
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// is kept in shape for that.
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//
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func GameRouter_WeaponSkins_PushAddWeaponSkinsAsync(ctx context.Context, conn any, skinIdToAcquireTime map[string]any) any {
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// Router implementation for GameRouter_WeaponSkins_PushAddWeaponSkinsAsync
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var zero any; return zero
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}
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