fix(containment): allow shared network exits - #254
Conversation
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Additional real-world validation: completed another multiplayer game with two macOS GeneralsX clients and one deterministic Windows client. Map loading, shared tunnel exits, sound, and synchronization all remained working with no reported problems. |
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Could you please resolve the conflicts? thanks! |
Permit same-player tunnel and cave endpoints to release units stored by another endpoint while preserving strict rejection for unrelated containers. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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Resolved: the branch is rebased onto current |
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A little later but TSH fixed this as well: https://github.com/TheSuperHackers/GeneralsGameCode/pull/3136/changes |
Description
Allow units stored in a shared tunnel or cave network to exit through another
endpoint controlled by the same player.
The non-retail containment guard required the requested exit object to be the
unit's exact
containedByobject. Tunnel passengers are stored by the sharednetwork, so valid exit commands through a different tunnel returned before
containment logic could process them.
Changes
Validation
dispatch to both containment exit functions