The user report: pillars visible on the map but locked, and clicking a
teleport does nothing (client never sends EnterScene).
Root cause: mapDefaultEntranceMap covers only 115 of 371 floors - the
GetSceneMapInfo reply had no unlocked teleports for the missing floors
(mostly new-region 2xxxxx maps), so the client locked the pillars and
never initiated the teleport.
- findEntryForFloor: resolve entry by searching config names P*_F<floor>
directly, with mapDefaultEntranceMap as the first chance
- GetSceneMapInfo: use the new resolver and merge teleports.json keys
into unlocked_teleport_list for every floor
- EnterScene: floor ids resolve through the same path; a teleport id
arriving via scene_identifier (MDAIDPPKOPO.PLIDNBMCIJH) now also
resolves the destination entry
- loadScene: exact teleport position from teleports.json when the res
config has no inline teleport with that id
- 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)