package routers import ( "context" "sync" ) var _ = sync.Mutex{} var _ = context.Background // Only RPC endpoints used by the maintained 4229938 private-server feature set. func GameRouter_Endpoints_LoginGame(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_LoginGame var zero any; return zero } func GameRouter_Endpoints_RequestGameSceneData(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_RequestGameSceneData var zero any; return zero } func GameRouter_Endpoints_GetServerTime(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_GetServerTime var zero any; return zero } func GameRouter_Endpoints_AskAllSpiritPanelData(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskAllSpiritPanelData var zero any; return zero } func GameRouter_Endpoints_GetSpriteToken4229938(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_GetSpriteToken4229938 var zero any; return zero } func GameRouter_Endpoints_CheckPsoPermissions(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_CheckPsoPermissions var zero any; return zero } // // AskDeleteTask(63618078) — the "settle / abandon the running task" confirmation. // The box itself only appears when the client thinks a task is active; SyncPlayerAllTask // is sent with CurrentTask = 0 so ESC keeps opening the phone instead. This handler exists // because the confirmation can still be reached (e.g. via a task HUD button), and an // unanswered INVOKE leaves the client awaiting forever. // Deliberately does not parse the args: the payload's varint framing for (taskId, fail) was // never confirmed, and guessing it risks a read error. The server owns no task state to // mutate anyway, so an empty OK is the whole answer. // func GameRouter_Endpoints_AskDeleteTask(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskDeleteTask var zero any; return zero } func GameRouter_Endpoints_AskSetGamePause(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskSetGamePause var zero any; return zero } func GameRouter_Endpoints_AskLoadSceneCompleted(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskLoadSceneCompleted var zero any; return zero } func GameRouter_Endpoints_AskLoadGameResCompleted(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskLoadGameResCompleted var zero any; return zero } func GameRouter_Endpoints_AskLoadingFinished(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskLoadingFinished var zero any; return zero } func GameRouter_Endpoints_AskLoadedInSameScene(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskLoadedInSameScene var zero any; return zero } func GameRouter_Endpoints_AskSwitchSpirit(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskSwitchSpirit var zero any; return zero } // // 切人演出 phase 2 的回执(67654364)。客户端播完 SyncPreSwitchSpirit 带的那段 Timeline 后调用, // 服务端此时才把控制权交给已经站在演出落点上的目标角色。 // ⛑ 这是 INVOKE:不接会让客户端 await 到超时(硬规则 94/112)。 // 没等到也不会卡 roster —— OnSwitchSpirit 开头有 PreSwitchTimeoutMs 兜底。 // func GameRouter_Endpoints_ReportPreSwitchSpiritFinish(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_ReportPreSwitchSpiritFinish var zero any; return zero } func GameRouter_Endpoints_AskSwitchWeapon(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskSwitchWeapon var zero any; return zero } func GameRouter_Endpoints_AskSwitchFightStyle(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskSwitchFightStyle var zero any; return zero } func GameRouter_Endpoints_AskSetWeaponFightStyle(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskSetWeaponFightStyle var zero any; return zero } func GameRouter_Endpoints_AskLoadWeaponToSlot(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskLoadWeaponToSlot var zero any; return zero } func GameRouter_Endpoints_AskDepositSpiritWeapon(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskDepositSpiritWeapon var zero any; return zero } func GameRouter_Endpoints_AskExchangeWeaponSlot(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskExchangeWeaponSlot var zero any; return zero } func GameRouter_Endpoints_AskAddClientBuff(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskAddClientBuff var zero any; return zero } func GameRouter_Endpoints_AskRemoveClientBuff(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskRemoveClientBuff var zero any; return zero } func GameRouter_Endpoints_AskEnterFeiSuoCrouch(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskEnterFeiSuoCrouch var zero any; return zero } func GameRouter_Endpoints_AskFeiSuoSuccess(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskFeiSuoSuccess var zero any; return zero } func GameRouter_Endpoints_AskLeaveFeiSuoCrouch(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskLeaveFeiSuoCrouch var zero any; return zero } // // 蹲伏暗杀候选上报(Notify)。客户端 StealthManager 每 0.4s 报一次「谁在我背后」, // 服务端回 SyncEnemyCanAssassinate(68218494) 授权 —— 没有这一来一回, // 客户端就不会挂暗杀交互,HUD 永远不出提示。 // ⛑ 规则 94:MethodId 必须同时进 GameRouter.cs 的 Enabled4229938MethodIds。 // func GameRouter_Endpoints_ReportCanAssassinateEnemies(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_ReportCanAssassinateEnemies var zero any; return zero } func GameRouter_Endpoints_AskUseSkill(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskUseSkill var zero any; return zero } func GameRouter_Endpoints_AskSkillUseWeaponDurability(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskSkillUseWeaponDurability var zero any; return zero } func GameRouter_Endpoints_AskWeaponEquipBullets(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskWeaponEquipBullets var zero any; return zero } func GameRouter_Endpoints_ReportSkillEnd(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_ReportSkillEnd var zero any; return zero } func GameRouter_Endpoints_AskMultipleSkillHit2(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AskMultipleSkillHit2 var zero any; return zero } func GameRouter_Endpoints_AcceptCombatInvoke(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_AcceptCombatInvoke var zero any; return zero } // AskSkillDestructibleCreate is answered in GameRouter.WeaponDrop.cs — dropping a weapon needs // a real destructible id, and the hard 0 this used to return made every later step of the drop // (absorb animation, Q prompt, pick-up) address an entity that does not exist. func GameRouter_Endpoints_MovementReport(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Endpoints_MovementReport var zero any; return zero }