docs: separate English documentation into README_EN.md with cross-navigation links

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**Modern, High-Performance Honkai: Star Rail Game Server Emulator in Go**
Ported from `GaC-hkrpg-ps` with protocol references from `PearlSR` & `Currency-War-SR`.
[English](#-english) | [ภาษาไทย](#-ภาษาไทย)
[English](README_EN.md) | [ภาษาไทย](README.md)
</div>
@@ -558,126 +558,4 @@ CW ล่าสุด: ผู้ใช้ยืนยัน Battle ห้อง
- **AstralOS ([Ma3-OS/AstralOS](https://gaytea.cod-algieba.ts.net/AstralOS/AstralOS))**:
- ชุดเครื่องมือวิเคราะห์โปรโตคอล, การถอดรหัส IL2CPP Metadata / Dumper, การ Hook เครือข่าย และเครื่องมือ Reverse Engineering ที่เคยนำมาใช้ในการวิเคราะห์และศึกษาโครงสร้างระบบ
</details>
---
<a id="en"></a>
<a id="english"></a>
## 🇬🇧 English
<div align="center">
[Documentation](docs/) • [Getting Started](#-getting-started-on-windows) • [Configuration](#-configuration--anti-hardcoding-policy-agentsmd) • [Credits & Acknowledgments](#-credits--acknowledgments-1)
</div>
Honkai: Star Rail game server emulator implemented in Go, ported from `GaC-hkrpg-ps` and referencing [PearlSR](https://git.xeondev.com/HonkaiSlopRail/pearl-sr). It includes the Game Server, SDK/Dispatch Server, and REST API for [GaC-Srtool](https://github.com/CAtlas0784).
The project is currently under active development, targeting Client **4.6.53 OS**. Command tables and recent handlers reference PearlSR commit `005d2c12db4781071f4b5b68e8f364587886a710` (see [protocol update documentation](docs/protocol-update.md)). Schema parity does not imply that every in-game feature is fully operational.
### 🎮 Currency Wars (CW) — In Development
- **Autochess Simulation Engine**: Ported from [Currency-War-SR by xaodev](https://gaytea.cod-algieba.ts.net/xaodev/Currency-War-SR), implementing encounter generation following supply nodes, difficulty/selection matrix, and mode/chapter/boss EXP progression while maintaining verified battle paths. Full audit details in [CW xaodev handoff](docs/CW-XAODEV-CLAUDE-HANDOFF.md) and [CW route continuation audit](docs/cw-route-continuation-audit.md).
- **Time Simulation (FakeTime)**: In GaC-Srtool, use `/faketime status` to view current game time, `/faketime <Unix seconds>` or `/faketime <RFC3339 datetime>` to set simulated time, and `/faketime off` to restore real-time clock. Persisted in `game_clock.state_file` (override with `GAC_GAME_CLOCK_STATE_FILE`). Affects login and heartbeats without altering OS system clocks or network timeouts.
- **Cyrene Train Login Scene**: Operational via `LoginShow_UP` manifest and bound to animation finish events, rendering the white train, pink-purple sky, petals, and clean logout/re-login transitions. Details in [Login scene notes](docs/login-cyrene-investigation.md).
- **Emergency Unstuck via GaC-Srtool**: The **Unstuck** button in the GM Command Console issues `POST /api/client/unstuck`, executing `UIManager.ClearWaitNetPacketFullScreenBlock()` on the next client heartbeat. Safely unfreezes UI blocks without clearing CW saves or fabricating gameplay states.
- **Roster & Star Merging**: Automatic 3-copy star promotion for duplicate avatars, equipment binding and tracking from Preparation screen, and protagonist spotlight selection policies.
### 🚀 Getting Started on Windows
#### Requirements
1. Windows with PowerShell and an internet connection for the initial build. The launcher validates the Go toolchain against the minimum version in `go.mod`; if missing or outdated, it prompts to automatically download, verify (SHA-256), and extract the official archive into `launcher.go_install.directory`.
2. Prepare Client, launcher/proxy, and redirect dispatch to the addresses configured in `server.json`.
3. For standard binaries, keep data files and the `resources/` folder in the project root. For standalone distribution, binaries under `for ship` bundle embedded runtime resources.
4. Execute `run.bat` and select the desired menu option:
| Option | Function |
| :---: | :--- |
| `1` or Enter | Build both servers, launch servers, and launch the game client |
| `2` | Launch both servers from existing `.exe` binaries |
| `3` | Launch SDK server only |
| `4` | Launch Game server only |
| `5` | Launch both servers from existing `.exe` binaries and start Gay Proxy |
| `6` | Build both `.exe` binaries only |
| `7` | Exit |
| `8` or `stop` | Stop all project server processes |
| `9` or `requirements` | Verify Go toolchain and prompt for automatic installation |
SDK and Game servers launch in separate visible console windows displaying live logs. The interactive launcher menu closes automatically after 5 seconds while server processes remain running. Use `run.bat stop` or close console windows to terminate.
### ⚙️ Configuration & Anti-Hardcoding Policy (`AGENTS.md`)
`AGENTS.md` strictly prohibits hardcoding machine-specific paths, usernames, IP addresses, ports, or game deployment URLs directly into source code or startup scripts.
Priority Order: **Environment Variables > `server.local.json` > `server.json`**
- `server.json`: Central shared configuration across launcher, game server, and SDK server.
- `server.local.json`: Local machine overrides (ignored by Git). Create by copying `server.local.example.json`.
- `GAC_CONFIG`: Custom config path override.
| Config Key | Environment Override | Purpose |
| :--- | :--- | :--- |
| `account_name` | `GAC_ACCOUNT_NAME` | Username returned in SDK login response and in-game player name |
| `player_uid` | `GAC_PLAYER_UID` | Player UID (1–4294967295) shared between SDK and Game server |
| `client_version` | `GAC_CLIENT_VERSION` | Version string displayed in logs and API |
| `game_host`, `game_port` | `GAC_GAME_HOST`, `GAC_GAME_PORT` | Game server bind host and port |
| `sdk_host`, `sdk_port` | `GAC_SDK_HOST`, `GAC_SDK_PORT` | SDK server bind host and port |
| `public_game_host` | `GAC_PUBLIC_GAME_HOST` | Gateway address advertised to the client |
| `public_sdk_url` | `GAC_PUBLIC_SDK_URL` | Base URL advertised by dispatch |
| `launcher.client_path` | `GAC_CLIENT_PATH` | Path to game client executable or launcher |
| `launcher.proxy_path` | `GAC_PROXY_PATH` | Path to proxy executable |
| `launcher.go_command` | `GAC_GO_COMMAND` | Custom Go executable path |
---
### 💖 Credits & Acknowledgments
`GaC-hkrpg-go` is built upon the collective research, tools, and pioneering reverse-engineering efforts of the open-source and Star Rail research communities. We extend our sincere gratitude and recognition to the following projects and authors:
<details open>
<summary><b>🏛️ Server Architecture & Protocol</b></summary>
- **PearlSR ([HonkaiSlopRail/pearl-sr](https://git.xeondev.com/HonkaiSlopRail/pearl-sr))**:
- Reference Go server emulator providing dispatch architecture, gateway connection management, and base packet handler implementations.
- Upstream opcode and Command ID definitions (`protocol/proto/upstream_cmdids.go`).
- **FreeSR Team**:
- Foundational player JSON schema specifications (`freesr-data.json`) utilized for loading and persisting player roster and inventory data.
- **March7thHoney ([Mar7thLover/March7thHoney-OpenSource](https://github.com/Mar7thLover/March7thHoney-OpenSource))**:
- High-performance C#/.NET server oracle referenced for gacha pull algorithms, pity system math, shop mechanics, and Muip admin protocols.
- **FFGO / FireflyServer Community**:
- Open-source server emulation research and protocol oracle referenced for network workflow transitions, command sequencing, and packet compatibility verification.
</details>
<details open>
<summary><b>🎮 Game Modes & Simulation</b></summary>
- **Currency-War-SR ([xaodev/Currency-War-SR](https://gaytea.cod-algieba.ts.net/xaodev/Currency-War-SR))**:
- Partial port imported under the AGPL-3.0 license (retained under `third_party/currency-war-sr`).
- Core simulation engine for Currency Wars (Grid Fight autochess) 4.6.53.
- Role/traits matrix, post-supply encounter generation logic, difficulty scaling, and EXP progression rules (`internal/common/currency_wars_xaodev.go`, `internal/gameserver/currency_wars_xaodev.go`, `resources/CurrencyWarsXaodev.json`).
- **minatoSR**:
- NPC placement coordinates and stage overrides for all 40 nodes of Challenge Peak / Anomaly Arbitration (AA) in `resources/ChallengePeakSceneOverrides.json`.
</details>
<details open>
<summary><b>📦 Game Data & Tooling</b></summary>
- **Dimbreath ([DimbreathBot/TurnBasedGameData](https://github.com/DimbreathBot/TurnBasedGameData))**:
- Master Excel game tables (`ExcelBinOutput`), hash verification digests, and identifier indices for characters, items, relics, and skills in `resources/`.
- **Prydwen Institute ([Prydwen.gg](https://www.prydwen.gg/star-rail/))**:
- Character build recommendations, optimal relic main/sub-stats, and tier lists for team composition guidance in `resources/PrydwenRecommendations.json`.
- **AstralOS ([Ma3-OS/AstralOS](https://gaytea.cod-algieba.ts.net/AstralOS/AstralOS))**:
- High-performance protocol analysis suite, IL2CPP metadata dumpers, network hook tooling, and reverse-engineering utilities utilized for architectural analysis.
</details>
</details>
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# 🚂 GaC hkrpg GO
<div align="center">
**Modern, High-Performance Honkai: Star Rail Game Server Emulator in Go**
Ported from `GaC-hkrpg-ps` with protocol references from `PearlSR` & `Currency-War-SR`.
[English](README_EN.md) | [ภาษาไทย](README.md)
</div>
---
## 🇬🇧 English
<div align="center">
[Documentation](docs/) • [Getting Started](#-getting-started-on-windows) • [Configuration](#-configuration--anti-hardcoding-policy-agentsmd) • [Credits & Acknowledgments](#-credits--acknowledgments)
</div>
Honkai: Star Rail game server emulator implemented in Go, ported from `GaC-hkrpg-ps` and referencing [PearlSR](https://git.xeondev.com/HonkaiSlopRail/pearl-sr). It includes the Game Server, SDK/Dispatch Server, and REST API for [GaC-Srtool](https://github.com/CAtlas0784).
The project is currently under active development, targeting Client **4.6.53 OS**. Command tables and recent handlers reference PearlSR commit `005d2c12db4781071f4b5b68e8f364587886a710` (see [protocol update documentation](docs/protocol-update.md)). Schema parity does not imply that every in-game feature is fully operational.
### 🎮 Currency Wars (CW) — In Development
- **Autochess Simulation Engine**: Ported from [Currency-War-SR by xaodev](https://gaytea.cod-algieba.ts.net/xaodev/Currency-War-SR), implementing encounter generation following supply nodes, difficulty/selection matrix, and mode/chapter/boss EXP progression while maintaining verified battle paths. Full audit details in [CW xaodev handoff](docs/CW-XAODEV-CLAUDE-HANDOFF.md) and [CW route continuation audit](docs/cw-route-continuation-audit.md).
- **Time Simulation (FakeTime)**: In GaC-Srtool, use `/faketime status` to view current game time, `/faketime <Unix seconds>` or `/faketime <RFC3339 datetime>` to set simulated time, and `/faketime off` to restore real-time clock. Persisted in `game_clock.state_file` (override with `GAC_GAME_CLOCK_STATE_FILE`). Affects login and heartbeats without altering OS system clocks or network timeouts.
- **Cyrene Train Login Scene**: Operational via `LoginShow_UP` manifest and bound to animation finish events, rendering the white train, pink-purple sky, petals, and clean logout/re-login transitions. Details in [Login scene notes](docs/login-cyrene-investigation.md).
- **Emergency Unstuck via GaC-Srtool**: The **Unstuck** button in the GM Command Console issues `POST /api/client/unstuck`, executing `UIManager.ClearWaitNetPacketFullScreenBlock()` on the next client heartbeat. Safely unfreezes UI blocks without clearing CW saves or fabricating gameplay states.
- **Roster & Star Merging**: Automatic 3-copy star promotion for duplicate avatars, equipment binding and tracking from Preparation screen, and protagonist spotlight selection policies.
### 🚀 Getting Started on Windows
#### Requirements
1. Windows with PowerShell and an internet connection for the initial build. The launcher validates the Go toolchain against the minimum version in `go.mod`; if missing or outdated, it prompts to automatically download, verify (SHA-256), and extract the official archive into `launcher.go_install.directory`.
2. Prepare Client, launcher/proxy, and redirect dispatch to the addresses configured in `server.json`.
3. For standard binaries, keep data files and the `resources/` folder in the project root. For standalone distribution, binaries under `for ship` bundle embedded runtime resources.
4. Execute `run.bat` and select the desired menu option:
| Option | Function |
| :---: | :--- |
| `1` or Enter | Build both servers, launch servers, and launch the game client |
| `2` | Launch both servers from existing `.exe` binaries |
| `3` | Launch SDK server only |
| `4` | Launch Game server only |
| `5` | Launch both servers from existing `.exe` binaries and start Gay Proxy |
| `6` | Build both `.exe` binaries only |
| `7` | Exit |
| `8` or `stop` | Stop all project server processes |
| `9` or `requirements` | Verify Go toolchain and prompt for automatic installation |
SDK and Game servers launch in separate visible console windows displaying live logs. The interactive launcher menu closes automatically after 5 seconds while server processes remain running. Use `run.bat stop` or close console windows to terminate.
### ⚙️ Configuration & Anti-Hardcoding Policy (`AGENTS.md`)
`AGENTS.md` strictly prohibits hardcoding machine-specific paths, usernames, IP addresses, ports, or game deployment URLs directly into source code or startup scripts.
Priority Order: **Environment Variables > `server.local.json` > `server.json`**
- `server.json`: Central shared configuration across launcher, game server, and SDK server.
- `server.local.json`: Local machine overrides (ignored by Git). Create by copying `server.local.example.json`.
- `GAC_CONFIG`: Custom config path override.
| Config Key | Environment Override | Purpose |
| :--- | :--- | :--- |
| `account_name` | `GAC_ACCOUNT_NAME` | Username returned in SDK login response and in-game player name |
| `player_uid` | `GAC_PLAYER_UID` | Player UID (1–4294967295) shared between SDK and Game server |
| `client_version` | `GAC_CLIENT_VERSION` | Version string displayed in logs and API |
| `game_host`, `game_port` | `GAC_GAME_HOST`, `GAC_GAME_PORT` | Game server bind host and port |
| `sdk_host`, `sdk_port` | `GAC_SDK_HOST`, `GAC_SDK_PORT` | SDK server bind host and port |
| `public_game_host` | `GAC_PUBLIC_GAME_HOST` | Gateway address advertised to the client |
| `public_sdk_url` | `GAC_PUBLIC_SDK_URL` | Base URL advertised by dispatch |
| `launcher.client_path` | `GAC_CLIENT_PATH` | Path to game client executable or launcher |
| `launcher.proxy_path` | `GAC_PROXY_PATH` | Path to proxy executable |
| `launcher.go_command` | `GAC_GO_COMMAND` | Custom Go executable path |
---
### 💖 Credits & Acknowledgments
`GaC-hkrpg-go` is built upon the collective research, tools, and pioneering reverse-engineering efforts of the open-source and Star Rail research communities. We extend our sincere gratitude and recognition to the following projects and authors:
<details open>
<summary><b>🏛️ Server Architecture & Protocol</b></summary>
- **PearlSR ([HonkaiSlopRail/pearl-sr](https://git.xeondev.com/HonkaiSlopRail/pearl-sr))**:
- Reference Go server emulator providing dispatch architecture, gateway connection management, and base packet handler implementations.
- Upstream opcode and Command ID definitions (`protocol/proto/upstream_cmdids.go`).
- **FreeSR Team**:
- Foundational player JSON schema specifications (`freesr-data.json`) utilized for loading and persisting player roster and inventory data.
- **March7thHoney ([Mar7thLover/March7thHoney-OpenSource](https://github.com/Mar7thLover/March7thHoney-OpenSource))**:
- High-performance C#/.NET server oracle referenced for gacha pull algorithms, pity system math, shop mechanics, and Muip admin protocols.
- **FFGO / FireflyServer Community**:
- Open-source server emulation research and protocol oracle referenced for network workflow transitions, command sequencing, and packet compatibility verification.
</details>
<details open>
<summary><b>🎮 Game Modes & Simulation</b></summary>
- **Currency-War-SR ([xaodev/Currency-War-SR](https://gaytea.cod-algieba.ts.net/xaodev/Currency-War-SR))**:
- Partial port imported under the AGPL-3.0 license (retained under `third_party/currency-war-sr`).
- Core simulation engine for Currency Wars (Grid Fight autochess) 4.6.53.
- Role/traits matrix, post-supply encounter generation logic, difficulty scaling, and EXP progression rules (`internal/common/currency_wars_xaodev.go`, `internal/gameserver/currency_wars_xaodev.go`, `resources/CurrencyWarsXaodev.json`).
- **minatoSR**:
- NPC placement coordinates and stage overrides for all 40 nodes of Challenge Peak / Anomaly Arbitration (AA) in `resources/ChallengePeakSceneOverrides.json`.
</details>
<details open>
<summary><b>📦 Game Data & Tooling</b></summary>
- **Dimbreath ([DimbreathBot/TurnBasedGameData](https://github.com/DimbreathBot/TurnBasedGameData))**:
- Master Excel game tables (`ExcelBinOutput`), hash verification digests, and identifier indices for characters, items, relics, and skills in `resources/`.
- **Prydwen Institute ([Prydwen.gg](https://www.prydwen.gg/star-rail/))**:
- Character build recommendations, optimal relic main/sub-stats, and tier lists for team composition guidance in `resources/PrydwenRecommendations.json`.
- **AstralOS ([Ma3-OS/AstralOS](https://gaytea.cod-algieba.ts.net/AstralOS/AstralOS))**:
- High-performance protocol analysis suite, IL2CPP metadata dumpers, network hook tooling, and reverse-engineering utilities utilized for architectural analysis.
</details>