feat(go): complete 100% transpilation of all catalogs, rpctypes, models, configs, gameplay, and 155 routers to native Go architecture
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package methods
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//
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// SyncSceneFogMapAllUnlock(64915741) — reveal a whole scene's map fog.
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// Wire shape read from the client's own Lua reader (RPCDeserializeAuto.lua
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// midToReader[64915741], export option **LuaOnly** — the native side never touches it):
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// <code>
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// local sceneId = reader.ReadUInt32(reader)
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// local unlock = reader.ReadBoolean(reader)
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// </code>
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// Two bare primitives with NO complex header, so this contract must be Inline; a 0xFF
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// marker would shift the scene id.
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// The Lua impl is GameToClientImpl.SyncSceneFogMapAllUnlock -> MapFogDataMgr.SyncUnlockScene
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// (sceneId, unlocked), i.e. the client's own "whole map revealed" switch.
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// IMPORTANT: the parameter is a **sceneId** (RaidConfig.SceneId, e.g. 20001222), NOT a raid
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// id. MapSystem_FogMap.IsUnlocked calls MapFogDataMgr.IsInFog(sceneId, x, z), so a raid id
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// here silently unlocks nothing.
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// Note this is the correct mechanism — publishing PlayerClientInfoAchievement.SceneFogMaps
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// at login does nothing, because no client code reads that field for fog state.
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//
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