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package routers
import (
"context"
"sync"
)
var _ = sync.Mutex{}
var _ = context.Background
// Only RPC endpoints used by the maintained 4229938 private-server feature set.
func GameRouter_Endpoints_LoginGame(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_LoginGame
var zero any; return zero
}
func GameRouter_Endpoints_RequestGameSceneData(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_RequestGameSceneData
var zero any; return zero
}
func GameRouter_Endpoints_GetServerTime(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_GetServerTime
var zero any; return zero
}
func GameRouter_Endpoints_AskAllSpiritPanelData(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskAllSpiritPanelData
var zero any; return zero
}
func GameRouter_Endpoints_GetSpriteToken4229938(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_GetSpriteToken4229938
var zero any; return zero
}
func GameRouter_Endpoints_CheckPsoPermissions(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_CheckPsoPermissions
var zero any; return zero
}
//
// AskDeleteTask(63618078) — the "settle / abandon the running task" confirmation.
// The box itself only appears when the client thinks a task is active; SyncPlayerAllTask
// is sent with CurrentTask = 0 so ESC keeps opening the phone instead. This handler exists
// because the confirmation can still be reached (e.g. via a task HUD button), and an
// unanswered INVOKE leaves the client awaiting forever.
// Deliberately does not parse the args: the payload's varint framing for (taskId, fail) was
// never confirmed, and guessing it risks a read error. The server owns no task state to
// mutate anyway, so an empty OK is the whole answer.
//
func GameRouter_Endpoints_AskDeleteTask(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskDeleteTask
var zero any; return zero
}
func GameRouter_Endpoints_AskSetGamePause(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskSetGamePause
var zero any; return zero
}
func GameRouter_Endpoints_AskLoadSceneCompleted(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskLoadSceneCompleted
var zero any; return zero
}
func GameRouter_Endpoints_AskLoadGameResCompleted(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskLoadGameResCompleted
var zero any; return zero
}
func GameRouter_Endpoints_AskLoadingFinished(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskLoadingFinished
var zero any; return zero
}
func GameRouter_Endpoints_AskLoadedInSameScene(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskLoadedInSameScene
var zero any; return zero
}
func GameRouter_Endpoints_AskSwitchSpirit(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskSwitchSpirit
var zero any; return zero
}
//
// 切人演出 phase 2 的回执(67654364)。客户端播完 SyncPreSwitchSpirit 带的那段 Timeline 后调用,
// 服务端此时才把控制权交给已经站在演出落点上的目标角色。
// ⛑ 这是 INVOKE:不接会让客户端 await 到超时(硬规则 94/112)。
// 没等到也不会卡 roster —— OnSwitchSpirit 开头有 PreSwitchTimeoutMs 兜底。
//
func GameRouter_Endpoints_ReportPreSwitchSpiritFinish(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_ReportPreSwitchSpiritFinish
var zero any; return zero
}
func GameRouter_Endpoints_AskSwitchWeapon(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskSwitchWeapon
var zero any; return zero
}
func GameRouter_Endpoints_AskSwitchFightStyle(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskSwitchFightStyle
var zero any; return zero
}
func GameRouter_Endpoints_AskSetWeaponFightStyle(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskSetWeaponFightStyle
var zero any; return zero
}
func GameRouter_Endpoints_AskLoadWeaponToSlot(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskLoadWeaponToSlot
var zero any; return zero
}
func GameRouter_Endpoints_AskDepositSpiritWeapon(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskDepositSpiritWeapon
var zero any; return zero
}
func GameRouter_Endpoints_AskExchangeWeaponSlot(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskExchangeWeaponSlot
var zero any; return zero
}
func GameRouter_Endpoints_AskAddClientBuff(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskAddClientBuff
var zero any; return zero
}
func GameRouter_Endpoints_AskRemoveClientBuff(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskRemoveClientBuff
var zero any; return zero
}
func GameRouter_Endpoints_AskEnterFeiSuoCrouch(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskEnterFeiSuoCrouch
var zero any; return zero
}
func GameRouter_Endpoints_AskFeiSuoSuccess(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskFeiSuoSuccess
var zero any; return zero
}
func GameRouter_Endpoints_AskLeaveFeiSuoCrouch(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskLeaveFeiSuoCrouch
var zero any; return zero
}
//
// 蹲伏暗杀候选上报(Notify)。客户端 StealthManager 每 0.4s 报一次「谁在我背后」,
// 服务端回 SyncEnemyCanAssassinate(68218494) 授权 —— 没有这一来一回,
// 客户端就不会挂暗杀交互,HUD 永远不出提示。
// ⛑ 规则 94:MethodId 必须同时进 GameRouter.cs 的 Enabled4229938MethodIds。
//
func GameRouter_Endpoints_ReportCanAssassinateEnemies(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_ReportCanAssassinateEnemies
var zero any; return zero
}
func GameRouter_Endpoints_AskUseSkill(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskUseSkill
var zero any; return zero
}
func GameRouter_Endpoints_AskSkillUseWeaponDurability(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskSkillUseWeaponDurability
var zero any; return zero
}
func GameRouter_Endpoints_AskWeaponEquipBullets(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskWeaponEquipBullets
var zero any; return zero
}
func GameRouter_Endpoints_ReportSkillEnd(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_ReportSkillEnd
var zero any; return zero
}
func GameRouter_Endpoints_AskMultipleSkillHit2(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AskMultipleSkillHit2
var zero any; return zero
}
func GameRouter_Endpoints_AcceptCombatInvoke(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_AcceptCombatInvoke
var zero any; return zero
}
// AskSkillDestructibleCreate is answered in GameRouter.WeaponDrop.cs — dropping a weapon needs
// a real destructible id, and the hard 0 this used to return made every later step of the drop
// (absorb animation, Q prompt, pick-up) address an entity that does not exist.
func GameRouter_Endpoints_MovementReport(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_Endpoints_MovementReport
var zero any; return zero
}