feat: port GaC-hkrpg-ps to Go with SceneCastSkill camera-detach fix
- mihoyo-variant KCP in pure Go (28-byte conv+token header), UDP gateway with 0xFF/0x145/0x194 handshake, ms-precision KCP clock + retransmit ticker - protobuf for 4.6.51 generated from the AstralOS StarRail.proto (4932 messages) plus CmdID map from // CmdID: comments (2114 ids) - sdkserver port: query_dispatch/query_gateway (Gateserver pb + base64), hotfix fetch, auth endpoints, SRTools freesr-data.json upload - gameserver handlers: login flow, scene load/spawn with real monster entity tracking, lineup, avatar/skin, missions, tutorials (1249+855), bag/equip, challenge incl. StartChallenge 1787 layout + Tierce 8973 + peak 8948, all raw tierce replies - SceneCastSkill camera bug fix: only real scene monsters (tracked per session) trigger battle; attacking props/NPCs/air replies retcode 0 without battle_info so the camera stays locked on the character - end-to-end smoke test simulating a client over real UDP: handshake, PlayerGetToken, and both SceneCastSkill paths - reuses the Rust PS data files unchanged (freesr-data.json, persistent, res.json, teleports.json, challenge_data.json, mission_unlocks.json)
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package gameserver
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import (
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"encoding/json"
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"os"
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"sort"
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"sync"
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"gac-hkrpg-go/internal/common"
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goproto "gac-hkrpg-go/protocol/proto"
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)
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// MissionUnlocks mirrors mission_unlocks.json (loaded once).
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type MissionUnlocks struct {
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FuncUnlockMissions []uint32 `json:"funcUnlockMissions"`
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AllMainMissions []uint32 `json:"allMainMissions"`
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TeleportIDs []uint32 `json:"teleportIds"`
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EntranceIDs []uint32 `json:"entranceIds"`
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RaidIDs []uint32 `json:"raidIds"`
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ChallengeRaidIDs []uint32 `json:"challengeRaidIds"`
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NpcIDs []uint32 `json:"npcIds"`
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SubMissionIDs []uint32 `json:"subMissionIds"`
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QuestIDs []uint32 `json:"questIds"`
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}
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var (
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missionUnlocksOnce sync.Once
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missionUnlocks MissionUnlocks
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)
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func getMissionUnlocks() *MissionUnlocks {
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missionUnlocksOnce.Do(func() {
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raw, err := os.ReadFile("mission_unlocks.json")
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if err != nil {
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Log("mission_unlocks.json not found: " + err.Error())
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return
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}
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if err := json.Unmarshal(raw, &missionUnlocks); err != nil {
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Log("Failed to parse mission_unlocks.json: " + err.Error())
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missionUnlocks = MissionUnlocks{}
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return
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}
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Log("Loaded mission_unlocks.json successfully")
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})
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return &missionUnlocks
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}
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func init() {
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handle("GetMissionStatus", func(s *Session, req *goproto.GetMissionStatusCsReq, rsp *goproto.GetMissionStatusScRsp) error {
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rsp.Retcode = 0
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unlocks := getMissionUnlocks()
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// main missions already finished: res.json + funcUnlockMissions + client-requested.
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// Without these the client Lua locks the HUD, teleports and Endgame.
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seen := map[uint32]bool{}
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var finished []uint32
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add := func(ids []uint32) {
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for _, id := range ids {
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if id != 0 && !seen[id] {
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seen[id] = true
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finished = append(finished, id)
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}
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}
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}
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if res, err := common.GameRes(); err == nil {
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for _, m := range res.LevelOutputConfigs {
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for _, sc := range m {
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for _, grp := range sc.Scenes {
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add(grp.FinishedMainMissions)
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}
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}
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}
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}
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add(unlocks.FuncUnlockMissions)
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add(req.MainMissionIdList)
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sort.Slice(finished, func(i, j int) bool { return finished[i] < finished[j] })
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rsp.FinishedMainMissionIdList = finished
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// beta client re-asks when this field is missing (tag 13)
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rsp.CurversionFinishedMainMissionIdList = finished
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for _, id := range req.SubMissionIdList {
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rsp.SubMissionStatusList = append(rsp.SubMissionStatusList, &goproto.Mission{
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Id: id,
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Progress: 1,
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Status: goproto.MissionStatus_MISSION_FINISH,
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})
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}
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SceneDebugLog("GET_MISSION_STATUS main_req=%d sub_req=%d finished_sent=%d",
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len(req.MainMissionIdList), len(req.SubMissionIdList), len(rsp.FinishedMainMissionIdList))
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return nil
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})
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handle("GetMissionData", func(s *Session, req *goproto.GetMissionDataCsReq, rsp *goproto.GetMissionDataScRsp) error {
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rsp.Retcode = 0
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unlocks := getMissionUnlocks()
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seen := map[uint32]bool{}
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var finished []uint32
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for _, id := range unlocks.FuncUnlockMissions {
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if id != 0 && !seen[id] {
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seen[id] = true
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finished = append(finished, id)
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}
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}
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sort.Slice(finished, func(i, j int) bool { return finished[i] < finished[j] })
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for _, id := range finished {
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rsp.MainMissionList = append(rsp.MainMissionList, &goproto.MainMission{
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Id: id,
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Status: goproto.MissionStatus_MISSION_FINISH,
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})
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}
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rsp.FinishedMainMissionIdList = finished
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SceneDebugLog("GET_MISSION_DATA finished_sent=%d", len(rsp.FinishedMainMissionIdList))
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return nil
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})
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handle("GetQuestData", func(s *Session, req *goproto.GetQuestDataCsReq, rsp *goproto.GetQuestDataScRsp) error {
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rsp.Retcode = 0
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unlocks := getMissionUnlocks()
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for _, id := range unlocks.QuestIDs {
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rsp.QuestList = append(rsp.QuestList, &goproto.Quest{
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Id: id,
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Status: goproto.QuestStatus_QuestStatus_QuestFinish,
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Progress: 1,
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})
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}
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SceneDebugLog("GET_QUEST_DATA quests_sent=%d", len(rsp.QuestList))
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return nil
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})
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// client Lua (_GetActiveGroupInfoByMissionCustomValue) reads this response;
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// dropping it blocks input.
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handle("GetMainMissionCustomValue", func(s *Session, req *goproto.GetMainMissionCustomValueCsReq, rsp *goproto.GetMainMissionCustomValueScRsp) error {
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rsp.Retcode = 0
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for _, id := range req.SubMissionIdList {
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rsp.MainMissionList = append(rsp.MainMissionList, &goproto.MainMission{
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Id: id,
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Status: goproto.MissionStatus_MISSION_FINISH,
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})
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}
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SceneDebugLog("GET_MAIN_MISSION_CUSTOM_VALUE ids=%d", len(req.SubMissionIdList))
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return nil
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})
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handle("UpdateTrackMainMission", func(s *Session, req *goproto.UpdateTrackMainMissionCsReq, rsp *goproto.UpdateTrackMainMissionScRsp) error {
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rsp.Retcode = 0
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rsp.TrackMissionId = req.TrackMissionId
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return nil
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})
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handle("GetNpcMessageGroup", func(s *Session, req *goproto.GetNpcMessageGroupCsReq, rsp *goproto.GetNpcMessageGroupScRsp) error {
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rsp.Retcode = 0
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return nil
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})
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}
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