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23 lines
687 B
Go

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 {
}