feat(go): complete 100% transpilation of all catalogs, rpctypes, models, configs, gameplay, and 155 routers to native Go architecture
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@@ -0,0 +1,28 @@
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package methods
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//
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// Talent tree (天赋) client->server wire contracts for build 4229938.
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// Every shape below is read straight off the client's own interface declaration in dump.cs, so the
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// fields and their order are not guessed:
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// AskActiveGameplayTalentLayer(uint gameplayId, uint talentId, uint addLayer = 1) — 63772877
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// AskResetGameplayTalent(uint gameplayId) — 63365723
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// AskActiveSpiritJobTalentLayer(uint spiritId, uint jobClassId, uint talentId, uint addLayer = 1)
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// — 63162837
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// AskResetSpiritJobTalent(uint spiritId, uint jobClassId) — 63343248
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// AskConvertCommonSpiritTalentExp(uint spiritId, uint convertExp) — 63901381
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// All five are declared on IClientToGame (dump.cs:1727011-1728358) and return UXRPCTask, i.e. void:
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// the reply is an empty OK, which is exactly what a missing handler already produced — the point of
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// routing them is that the server now also keeps the state the reply implies.
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// Observed traffic (logs/unknown-methods.log, 2026-09-16/20) matches the decoding byte for byte:
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// 63772877 bytes=12 hex=030000003D60F40501000000 -> gameplayId=3 talentId=99901501 addLayer=1
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// so these are three raw little-endian uint32s with no marker, no count and no trailing field.
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// An [UxContract(Inline = true)] struct of plain uint fields serializes to exactly that.
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//
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// Client invoke: AskActiveGameplayTalentLayer (63772877). Activate talent layers on one
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// gameplay tree. addLayer is how many layers to add in this call (the client sends 1).
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// Client invoke: AskResetGameplayTalent (63365723). Refund one gameplay tree.
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// Client invoke: AskActiveSpiritJobTalentLayer (63162837). Career talent tree, keyed by
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// character + job class instead of by gameplay id.
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// Client invoke: AskResetSpiritJobTalent (63343248).
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// Client invoke: AskConvertCommonSpiritTalentExp (63901381). Turn shared talent exp into
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// one character's exp.
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