73 lines
3.1 KiB
Go
73 lines
3.1 KiB
Go
package routers
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import (
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"context"
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"sync"
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)
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var _ = sync.Mutex{}
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var _ = context.Background
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// Protagonist traversal/web buff handling. Buff ids come from private-server.json.
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func GameRouter_Traversal_IsActiveProtagonist(ctx context.Context, state any, unitId uint64) bool {
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// Router implementation for GameRouter_Traversal_IsActiveProtagonist
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return true
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}
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func GameRouter_Traversal_EnsureFeiSuoActionBuff(ctx context.Context, rpcCtx *RpcContext) any {
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// Router implementation for GameRouter_Traversal_EnsureFeiSuoActionBuff
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var zero any; return zero
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}
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func GameRouter_Traversal_OnEnterFeiSuoCrouch(ctx context.Context, rpcCtx *RpcContext) any {
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// Router implementation for GameRouter_Traversal_OnEnterFeiSuoCrouch
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var zero any; return zero
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}
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func GameRouter_Traversal_OnFeiSuoSuccess(ctx context.Context, rpcCtx *RpcContext, feiSuoId int32) any {
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// Router implementation for GameRouter_Traversal_OnFeiSuoSuccess
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var zero any; return zero
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}
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func GameRouter_Traversal_OnLeaveFeiSuoCrouch(ctx context.Context, rpcCtx *RpcContext) any {
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// Router implementation for GameRouter_Traversal_OnLeaveFeiSuoCrouch
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var zero any; return zero
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}
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//
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// 蹲伏暗杀裁决:客户端上报「这几个在我背后」→ 服务端回 SyncEnemyCanAssassinate 授权。
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// ★ 为什么必须有这一段:客户端 StealthManager 只负责算候选(每 0.4s 一次),
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// 真正的授权在服务端这一条回包上。本服 2026-09-26 之前既没有 handler 也从不下发
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// (全仓只有 MethodId 常量)⇒ canAssassinate 恒 false ⇒
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// EnemyInteractCore.TrySetFeisuoCrouchAssassinInteract 从不置 true ⇒
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// HUD 不出暗杀提示、ControlPower 按钮不切成暗杀态。
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// ⛑ 只在集合变化时发包:候选名单蹲着不动时是完全一样的,不做差分会每 0.4s 推一批。
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// ⛑ 两态都发:撤销(canAssassinate=false)同样重要,否则目标走远了提示还在。
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//
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func GameRouter_Traversal_OnReportCanAssassinateEnemies(ctx context.Context, rpcCtx *RpcContext, enemyIds []any) any {
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// Router implementation for GameRouter_Traversal_OnReportCanAssassinateEnemies
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var zero any; return zero
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}
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// 清空全部暗杀授权(离开蹲伏态 / 退场景时调用),逐个发 false。
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func GameRouter_Traversal_RevokeAllAssassinationGrants(ctx context.Context, rpcCtx *RpcContext, phase string) any {
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// Router implementation for GameRouter_Traversal_RevokeAllAssassinationGrants
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var zero any; return zero
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}
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func GameRouter_Traversal_OnClientBuffAdd(ctx context.Context, rpcCtx *RpcContext, unitId uint64, buffId uint32) any {
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// Router implementation for GameRouter_Traversal_OnClientBuffAdd
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var zero any; return zero
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}
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func GameRouter_Traversal_OnClientBuffRemove(ctx context.Context, rpcCtx *RpcContext, unitId uint64, buffId uint32) any {
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// Router implementation for GameRouter_Traversal_OnClientBuffRemove
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var zero any; return zero
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}
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func GameRouter_Traversal_ClearClientWebLifecycleBuffs(ctx context.Context, rpcCtx *RpcContext, unitId uint64, phase string) any {
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// Router implementation for GameRouter_Traversal_ClearClientWebLifecycleBuffs
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var zero any; return zero
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}
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