package routers import ( "context" "sync" ) var _ = sync.Mutex{} var _ = context.Background // // S011 vehicle boarding story channel. The client only offers the F-enter prompt and // drives the enter/exit animation phases once the S011 root node exists; without it, // pressing F near a spawned vehicle sends nothing (observed live). Ported from the // proven sibling build, with 4229938 framing (StoryboardGuid) applied. // Flow: root bootstrap (once per load) → client S011PlayerNetEnterVehicleRequest → // enter child + controller + status 2 → phase 2 (status 3) → phase 3 (status 4, // seated) → exit request → exit child + status 5 → phase 1 (status 0, done). // func GameRouter_VehicleStory_EnsureVehicleStoryRoot(ctx context.Context, rpcCtx *RpcContext) any { // Router implementation for GameRouter_VehicleStory_EnsureVehicleStoryRoot var zero any; return zero } func GameRouter_VehicleStory_SyncStoryCoreClientInfo(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_VehicleStory_SyncStoryCoreClientInfo var zero any; return zero } func GameRouter_VehicleStory_BeginVehicleEnter(ctx context.Context, conn any, runtime any, cmd any) any { // Router implementation for GameRouter_VehicleStory_BeginVehicleEnter var zero any; return zero } func GameRouter_VehicleStory_AdvanceVehicleEnter(ctx context.Context, conn any, runtime any, phase int32) any { // Router implementation for GameRouter_VehicleStory_AdvanceVehicleEnter var zero any; return zero } func GameRouter_VehicleStory_BeginVehicleExit(ctx context.Context, conn any, runtime any, stopBeforeLeave bool) any { // Router implementation for GameRouter_VehicleStory_BeginVehicleExit var zero any; return zero } func GameRouter_VehicleStory_AdvanceVehicleExit(ctx context.Context, conn any, runtime any, phase int32) any { // Router implementation for GameRouter_VehicleStory_AdvanceVehicleExit var zero any; return zero } func GameRouter_VehicleStory_AskClaimVehicleSeatStory(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_VehicleStory_AskClaimVehicleSeatStory var zero any; return zero } func GameRouter_VehicleStory_SendVehicleBoardingStatus(ctx context.Context, conn any, unitId uint64, vehicleId uint64, seat byte, status byte) any { // Router implementation for GameRouter_VehicleStory_SendVehicleBoardingStatus var zero any; return zero } // // Server-forced enter (admin button path): seats the player without any client // F-press. Mirrors the enter-complete leg — move-to-seat, controller, boarding // status seated, start/state-change/finish drive-state notifies — plus an S011 // enter child so the story side agrees, deleted right after like a phase-3 commit. // func GameRouter_VehicleStory_ForceEnterVehicleAsync(ctx context.Context, session *GameSession) any { // Router implementation for GameRouter_VehicleStory_ForceEnterVehicleAsync var zero any; return zero } // Server-forced exit (admin button path). func GameRouter_VehicleStory_ForceExitVehicleAsync(ctx context.Context, session *GameSession) any { // Router implementation for GameRouter_VehicleStory_ForceExitVehicleAsync var zero any; return zero } // Best-effort eject before scene switches: client state must not keep a stale seat. func GameRouter_VehicleStory_ForceLeaveVehicleAsync(ctx context.Context, session *GameSession) any { // Router implementation for GameRouter_VehicleStory_ForceLeaveVehicleAsync var zero any; return zero } func GameRouter_VehicleStory_ConfirmVehicleStoryRpc(ctx context.Context, conn any, runtime any, commitRpcId any) any { // Router implementation for GameRouter_VehicleStory_ConfirmVehicleStoryRpc var zero any; return zero } func GameRouter_VehicleStory_SendStoryAsync(ctx context.Context, session *GameSession, payload []byte) any { // Router implementation for GameRouter_VehicleStory_SendStoryAsync var zero any; return zero }