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hub / github.com/cvet/fonline / IsEntityAccessValid

Function IsEntityAccessValid

Source/Server/EntitySync.cpp:574–609  ·  view source on GitHub ↗

Answers "is `entity` covered by a lock the current thread already holds?" in a single coverage pass. On an uncovered access-path check, diagnose=true dumps the parent/widen chain (LogUncoveredEntity) before returning false so a genuine violation is debuggable. Game.IsEntityLocked passes diagnose=false because false is the expected answer for a deliberate foreign-entity probe. One pass is authorit

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Callers 4

ValidateAccessMethod · 0.85
EnsureEntitySyncedMethod · 0.85

Calls 7

ignore_unusedFunction · 0.85
LogUncoveredEntityFunction · 0.85
try_hold_refMethod · 0.80
GetParentRawMethod · 0.80
GetEntityLockMethod · 0.45
GetSyncWidenEntityMethod · 0.45

Tested by

no test coverage detected