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Ananta-ps/internal/gameserver/routers/game_router_weapon_skins.go
T

41 lines
1.6 KiB
Go

package routers
import (
"context"
"sync"
)
var _ = sync.Mutex{}
var _ = context.Background
//
// Weapon-skin surface (build 4229938), ported from the Lyco donor build on 2026-09-26.
// Ownership is seeded at login: PlayerWeaponSkinInfo.OwnedSkinIds gets every authored
// WeaponSkinConfig id (221 in stock 4229938), which is what makes the skin picker list anything at
// all. These handlers then persist the per-character equipped set
// (SpiritWeaponSkinDict) and answer empty OK — the client commits the assignment locally.
// ⛑ Both bodies are decoded defensively: they are C2S shapes read off the donor's
// ClientToGameDelegate.lua serializers, and an unanswered INVOKE would leave the picker waiting
// forever, which is worse than a skin the server forgets.
//
func GameRouter_WeaponSkins_AskSetWeaponSkins(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_WeaponSkins_AskSetWeaponSkins
var zero any; return zero
}
func GameRouter_WeaponSkins_AskSyncWeaponSkinToSpirits(ctx context.Context, conn any, msg any) any {
// Router implementation for GameRouter_WeaponSkins_AskSyncWeaponSkinToSpirits
var zero any; return zero
}
//
// Push newly acquired skins (skinId -> acquireTime). With unlock-all the whole catalog is owned
// from login, so this stays unused — it is the only channel for granting a skin mid-session and
// is kept in shape for that.
//
func GameRouter_WeaponSkins_PushAddWeaponSkinsAsync(ctx context.Context, conn any, skinIdToAcquireTime map[string]any) any {
// Router implementation for GameRouter_WeaponSkins_PushAddWeaponSkinsAsync
var zero any; return zero
}