package models import ( "encoding/json" "sync" ) var _ = json.RawMessage{} var _ = sync.Mutex{} // // Per-character weapon-skin assignments (spiritId -> weapon sceneItemId -> skinId), held on // WorldEntryState so a re-login replays them (硬规则 2). The donor keeps this in a // process-wide static that resets on restart; here it rides the same snapshot as the outfit and the // dye, so dressing a character actually survives. // ⛑⛑ Like the dye, nothing is pushed when the player assigns a skin: the client commits locally on // err=0 and the state is replayed through the login seed // (PlayerWeaponSkinInfo.SpiritWeaponSkinDict). // type WeaponSkinStore struct { }