beyond-all-reason / beyond-all-reason/RecoilEngine

Consider making synced ctrl error on invalid unitID

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Dominant language
C++
Stars
683
Forks
293
Avg merge
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Merged PRs (30d)
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Description

Right now almost all functions that accept unitID are just no-op if the ID is invalid. For LuaUI it's not necessarily a bad idea because it shouldn't reveal whether given ID doesn't exist or just isn't visible, and units that aren't visible probably shouldn't error.

This doesn't apply to synced ctrl functions though so perhaps we should make them error on invalid unitID. A caveat is that apparently LuaGaia is set not to be able to see/control non-gaia units so maybe it still applies there? Idk, worth checking.

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Research direction

Start by locating the synced control functions that accept unitID, then compare their invalid-ID behavior with LuaUI and LuaGaia visibility and control restrictions. Check whether LuaGaia can see or control non-Gaia units; done means the intended error behavior is defined and consistently applied without exposing invisible units where that caveat still applies.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp, lua
Domain
game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
35/100

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