godotengine / godotengine/godot

open_encrypted_with_pass() shouldn't report error on fail in the editor

Open
#90,596 0 comments 0 reactions 0 assignees View on GitHub
discussion topic:core topic:editor
Dominant language
C++
Stars
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PR merge metrics
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Description

### Tested versions

4.2.1.stable

### System information

Windows 10

### Issue description

using `open_encrypted_with_pass()` with the wrong pass triggers an editor error.

The problem with this is that we don't have anything to test before trying to open, like a validation of sorts, and we also know that if the pass is wrong, the return will be `null` and we can get the reason with `get_open_error()`, so I can't understand why the forced editor error, specially when other file manipulation methods don't throw editor error on failure.

The scenario this becomes a bit annoying is when, say I needed to change encryption pass on recent builds of a game but I still need to load old ones before converting, so right now I attempt to load using old pass, fail and then try with the new pass.

### Steps to reproduce

open a file using `open_encrypted_with_pass()` with the wrong pass

### Minimal reproduction project (MRP)

N/A

Contributor guide

Open the contributing guide

Research direction

Start at the open_encrypted_with_pass() entry point and inspect how a wrong password produces the editor error. Compare its behavior with get_open_error() and other file manipulation methods; done means a wrong pass returns null without an editor error while the failure reason remains available.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
game-dev, tooling
Issue type
Bug
Difficulty
3/5
Estimated time
1-2 days
Activity status
Stale
Clarity
Clearly specified
Newbie friendliness
45/100

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