71 lines
2.5 KiB
Go
71 lines
2.5 KiB
Go
package routers
|
|
|
|
import (
|
|
"context"
|
|
"sync"
|
|
)
|
|
|
|
var _ = sync.Mutex{}
|
|
var _ = context.Background
|
|
|
|
//
|
|
// Private-server GM surface (build 4229938): the in-game GM console sends these
|
|
// C2S invokes. Strategy is return-real-ids-first: the client spawns GM entities locally
|
|
// (GM invoke call sites ignore the return), the server records the ids so the admin
|
|
// panel can manage them. If a command proves to wait for a server broadcast, the push
|
|
// (SyncLogicVehicleEnter etc.) gets added for that command.
|
|
//
|
|
func GameRouter_Gm_GmSpawnVehicle(ctx context.Context, conn any, msg any) any {
|
|
// Router implementation for GameRouter_Gm_GmSpawnVehicle
|
|
var zero any; return zero
|
|
}
|
|
|
|
func GameRouter_Gm_GmAddEnemyWithPosition(ctx context.Context, conn any, msg any) any {
|
|
// Router implementation for GameRouter_Gm_GmAddEnemyWithPosition
|
|
var zero any; return zero
|
|
}
|
|
|
|
func GameRouter_Gm_GmAddEnemy(ctx context.Context, conn any, msg any) any {
|
|
// Router implementation for GameRouter_Gm_GmAddEnemy
|
|
var zero any; return zero
|
|
}
|
|
|
|
func GameRouter_Gm_GmAddEnemyByPlayer(ctx context.Context, conn any, msg any) any {
|
|
// Router implementation for GameRouter_Gm_GmAddEnemyByPlayer
|
|
var zero any; return zero
|
|
}
|
|
|
|
func GameRouter_Gm_GmAddNpc(ctx context.Context, conn any, msg any) any {
|
|
// Router implementation for GameRouter_Gm_GmAddNpc
|
|
var zero any; return zero
|
|
}
|
|
|
|
//
|
|
// Materialises a civilian / friendly NPC for a GM add command.
|
|
// GmAddNpc carries only two uint32s, so unlike the enemy commands it survives the client
|
|
// console bridge intact and is currently the only usable C2S GM spawn command typed in
|
|
// ALT+F1 (e.g. "GmAddNpc 4065053 0").
|
|
//
|
|
func GameRouter_Gm_SpawnGmNpcAsync(ctx context.Context, conn any, npcId uint32, tag string) uint64 {
|
|
// Router implementation for GameRouter_Gm_SpawnGmNpcAsync
|
|
return 0
|
|
}
|
|
|
|
//
|
|
// Materialises an enemy for a GM add command.
|
|
// The client forwards AddEnemy* to the server as a C2S invoke, so nothing appears unless
|
|
// the server actually spawns. It also mangles the id on the way back (the panel asks for
|
|
// 40100010 and the C2S arrives with 40900579), so the id the operator typed is preferred
|
|
// over the forwarded one whenever it is still fresh.
|
|
//
|
|
func GameRouter_Gm_SpawnGmEnemyAsync(ctx context.Context, conn any, forwardedId uint32, explicitPos any, tag string) uint64 {
|
|
// Router implementation for GameRouter_Gm_SpawnGmEnemyAsync
|
|
return 0
|
|
}
|
|
|
|
func GameRouter_Gm_GmTeleportXYZ(ctx context.Context, conn any, msg any) any {
|
|
// Router implementation for GameRouter_Gm_GmTeleportXYZ
|
|
var zero any; return zero
|
|
}
|
|
|