package routers import ( "context" "sync" ) var _ = sync.Mutex{} var _ = context.Background // // Time + weather. The client runs its clock/atmosphere locally; these handlers make // the in-game time UI work (accept + remember) and the admin panel can force both: // time via SyncPlayerCurrentTime (proto-verified shape), weather via SyncPlayerWeather // (lua-reader-verified: 3× u32). Stored per session, re-pushed after every load. // func GameRouter_TimeWeather_SetSessionTime(ctx context.Context, state any, hour uint32, minute uint32, fix bool, transition uint32) any { // Router implementation for GameRouter_TimeWeather_SetSessionTime var zero any; return zero } func GameRouter_TimeWeather_PushSessionTimeAsync(ctx context.Context, session *GameSession) any { // Router implementation for GameRouter_TimeWeather_PushSessionTimeAsync var zero any; return zero } func GameRouter_TimeWeather_PushSessionWeatherAsync(ctx context.Context, session *GameSession) any { // Router implementation for GameRouter_TimeWeather_PushSessionWeatherAsync var zero any; return zero } func GameRouter_TimeWeather_AskPassingTime(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_TimeWeather_AskPassingTime var zero any; return zero } func GameRouter_TimeWeather_GmPassingTime(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_TimeWeather_GmPassingTime var zero any; return zero } func GameRouter_TimeWeather_GmSetTime(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_TimeWeather_GmSetTime var zero any; return zero } func GameRouter_TimeWeather_GmFixRaidTime(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_TimeWeather_GmFixRaidTime var zero any; return zero } func GameRouter_TimeWeather_ChangePersonalTimeSetting(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_TimeWeather_ChangePersonalTimeSetting var zero any; return zero } func GameRouter_TimeWeather_AddPersonalTimeSetting(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_TimeWeather_AddPersonalTimeSetting var zero any; return zero } func GameRouter_TimeWeather_GmSetWeather(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_TimeWeather_GmSetWeather var zero any; return zero } func GameRouter_TimeWeather_GmSetWeatherParam(ctx context.Context, conn any, msg any) any { // Router implementation for GameRouter_TimeWeather_GmSetWeatherParam var zero any; return zero }