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Ananta-ps/pkg/protocol/methods/fishing_methods4229938.go
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package methods
//
// 钓鱼小游戏(build 4229938)的两条契约:AskFishingSpotFullSync(63275440) 的回包。
// <para>★ 字段顺序 = wire 布局,不许重排。权威来源是客户端
// LuaGen/AutoGen/RPCSerializeAuto.lua(不是 dump.cs —— 硬规则 209:dumper 会丢字段):</para>
// <code>
// :4256 Auto.WriteFishingSpotFishClientInfo = function(writer, val)
// Id(u32) / FishConfigId(u32) / Weight(f32) / Length(f32)
// :4263 Auto.WriteFishingSpotFullSyncInfo = function(writer, val)
// FishGroupId(u32) / Fishes(List7Bit of Complex) / LastRefreshTime(u32)
// / LastResetTime(u32) / MaxCount(u32)
// </code>
// <para>⛑ 形状:这是单 class 参数的 INVOKE 回包 ⇒ 非 Inline,顶层由框架写
// 0xFF presence(硬规则 145 / TOPIC_序列化UxContract.md)。</para>
// <para>⛑ 列表计数是 WriteList7Bit = Int7 偏置(框架内 UxCountEncoding.Int7),
// 元素带 presence 字节 ⇒ ItemObjectEncoding = Complex(硬规则 210)。</para>
//
// 池子里的一条鱼。Id 是服务端分配的实例 id,FishConfigId 是 FishingFishConfig 的 id。
//
// 整个钓点的鱼群快照。客户端 FishingGameManager.BuildSpotPoolFromInfo 直接吃这五个字段;
// poolCount 来自 Fishes 的实际条数 —— 为 0 时 FishingGame.lua:56 直接
// CleanGame()(极性翻转前是 ~= 0),所以服务端必须发非空鱼群。
//