package routers import ( "context" "sync" ) var _ = sync.Mutex{} var _ = context.Background // // Trading post for build 4229938 (TradeManager.AskTradeGetMarketList -> 63492557 and // TradeManager.AskTradeBuyItem -> 63188959). // Retail fills the market from other players' sell orders; this server has none, so every row that // carries a price is answered with one synthesised bucket at the row's floor price and a fixed depth. // That is all the purchase window needs to open up: its CanBuy() requires marketCount > 0, maxCount > 0 // and price > 0, and the quantity slider's maximum is the summed bucket depth. A single bucket also // keeps the total the client shows (price x count, via its own auto-buy walk) equal to what the wallet // is charged here. // The market settles in 寰宇币 (ConsumableConfig.RewardGold / MoneyType.Gold) and the buy reply is a // bare uint32 "filled count" that the client turns into the reward popup. // func GameRouter_Trade_AskTradeGetMarketList(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Trade_AskTradeGetMarketList var zero any; return zero } func GameRouter_Trade_AskTradeBuyItem(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_Trade_AskTradeBuyItem var zero any; return zero } // // Queues what the row sells and returns how many units the client should show as bought. // Item rows land in the backpack delta, fashion rows in the unlock list, and rows with nothing to // hand out (the fashion-suit order rows) report zero so the caller charges nothing. // func GameRouter_Trade_GrantTradePurchase4229938(ctx context.Context, conn any, changes any, fashions []any, item any, count uint32) uint32 { // Router implementation for GameRouter_Trade_GrantTradePurchase4229938 return 0 } func GameRouter_Trade_ReadUInt32At4229938(ctx context.Context, body []byte, offset int32) uint32 { // Router implementation for GameRouter_Trade_ReadUInt32At4229938 return 0 }