package routers import ( "context" "sync" ) var _ = sync.Mutex{} var _ = context.Background // // Shared economy plumbing for build 4229938 mall purchases and gacha draws: currency/wallet mapping, // backpack grants, the pushes the client expects, and the snapshot that lets money and items survive // a re-login. Retail keeps all of this in its account database; here the session state is the single // authority and PlayerProgressStore mirrors it to one JSON file per player. // // Loads the saved character economy into the session state at login. func GameRouter_Economy_RestorePlayerProgress4229938(ctx context.Context, state any, log any) any { // Router implementation for GameRouter_Economy_RestorePlayerProgress4229938 var zero any; return zero } // // Replays the saved weapon / fight-style choices. Every entry is re-validated against the // catalog on purpose: a save written against an older config (or hand-edited) must degrade to // the authored default instead of restoring a combination the client refuses to animate. // func GameRouter_Economy_RestoreCombatLoadout4229938(ctx context.Context, state any, log any) any { // Router implementation for GameRouter_Economy_RestoreCombatLoadout4229938 var zero any; return zero } func GameRouter_Economy_TryAdoptWeaponIntoWheel4229938(ctx context.Context, state any, spiritId uint32, instanceId uint64) any { // Router implementation for GameRouter_Economy_TryAdoptWeaponIntoWheel4229938 var zero any; return zero } func GameRouter_Economy_NextGmItemUniqueId4229938(ctx context.Context, ) uint64 { // Router implementation for GameRouter_Economy_NextGmItemUniqueId4229938 return 0 } func GameRouter_Economy_ReserveGmItemUniqueId4229938(ctx context.Context, uniqueId uint64) any { // Router implementation for GameRouter_Economy_ReserveGmItemUniqueId4229938 var zero any; return zero } // // Charges a price in units. Wallet currencies debit the wallet, // everything else debits the granted stack. A shortfall is clamped and logged instead of failing // the command: this private server always lets the player through. // func GameRouter_Economy_ChargeCurrency4229938(ctx context.Context, state any, changes any, currencyItemId uint32, amount float64, log any, context string) any { // Router implementation for GameRouter_Economy_ChargeCurrency4229938 var zero any; return zero } // Rolls one drop row times into . func GameRouter_Economy_GrantDrop4229938(ctx context.Context, changes any, drop any, rolls uint32, context string, log any) any { // Router implementation for GameRouter_Economy_GrantDrop4229938 var zero any; return zero } func GameRouter_Economy_AddGrant4229938(ctx context.Context, changes any, templateId uint32, count uint32, isBind bool) any { // Router implementation for GameRouter_Economy_AddGrant4229938 var zero any; return zero } // // Applies a pending mutation to the live session state, pushes the resulting wallet/backpack // deltas, and snapshots the character. Returns a short summary for the caller's log line. // Per-RPC 入口(conn)额外转交给下面的 session 版本;后台任务用 session 版本。 // func GameRouter_Economy_ApplyEconomy4229938Async(ctx context.Context, conn any, state any, changes any, context string) string { // Router implementation for GameRouter_Economy_ApplyEconomy4229938Async return "" } // // 后台循环入口(通缉结算等长生命周期调用方,2026-09-23 新增)。 // Connection 是 per-RPC 包装、构造是 internal、且它持有那一次 RPC 的 token, // 后台任务既拿不到也不能用,所以单独留一个 TcpSession 重载;Connection 版委托到这里, // 两个入口的行为(含 RuntimeLogs 解码日志)完全一致。 // func GameRouter_Economy_ApplyEconomy4229938Async_2(ctx context.Context, session *GameSession, state any, changes any, context string, token context.Context) string { // Router implementation for GameRouter_Economy_ApplyEconomy4229938Async_2 return "" } // // GM 面板「发放全货币」:把三种钱包货币各自**补到** 。 // 之所以是「补到」而不是「累加」:重复点击不会无限叠加到一个最终溢出的数字, // 已经达到或超过目标值的币种保持不变(delta=0,不推 pack)。 // 返回 ApplyEconomy 的摘要串,供调用方写日志。 // func GameRouter_Economy_GrantAllCurrencies4229938Async(ctx context.Context, session *GameSession, state any, amount float64, token context.Context) string { // Router implementation for GameRouter_Economy_GrantAllCurrencies4229938Async return "" } func GameRouter_Economy_SaturatingAdd4229938(ctx context.Context, left uint32, right uint32) uint32 { // Router implementation for GameRouter_Economy_SaturatingAdd4229938 return 0 } func GameRouter_Economy_SaturatingMultiply4229938(ctx context.Context, value uint32, factor uint32) uint32 { // Router implementation for GameRouter_Economy_SaturatingMultiply4229938 return 0 } func GameRouter_Economy_RollCount4229938(ctx context.Context, min uint32, max uint32) uint32 { // Router implementation for GameRouter_Economy_RollCount4229938 return 0 } // Weighted index in [0, count); -1 when every weight is zero. func GameRouter_Economy_PickWeightedIndex4229938(ctx context.Context, count int32, weightAt any) int32 { // Router implementation for GameRouter_Economy_PickWeightedIndex4229938 return 0 } func GameRouter_Economy_ParseEconomyRequest4229938(ctx context.Context, body []byte) any { // Router implementation for GameRouter_Economy_ParseEconomyRequest4229938 var zero any; return zero } // A pending economy mutation: what to take away, what to add, how the wallet moves. type EconomyChanges4229938 struct { Consumed map[uint32]uint32 `json:"consumed"` Granted map[uint32]ItemGrant4229938 `json:"granted"` MoneyDelta float64 `json:"moneyDelta"` GoldDelta float64 `json:"goldDelta"` BindingGoldDelta float64 `json:"bindingGoldDelta"` } // // AskMallBuyCommodity(commodityId, buyCount, isAutoExchange) and AskDrawGacha(poolId, drawCount, // isAutoExchange) share the same wire layout: two uint32 ids followed by one bool. // type EconomyRequest4229938 struct { Id uint32 `json:"id"` Count uint32 `json:"count"` Flag bool `json:"flag"` }