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AccessFactPriority

Where a fact layer sits when several answer the same fact.

Several mechanisms can legitimately answer one question -- a group rank and an allowlist both say whether someone is staff, a console override says so louder than either. Rather than let registration order decide, every layer declares a priority and the highest one that has something to say wins.

Numbers, not an enum, so a game can sit between two of these without the package having to know about it. Two layers registering at the same priority for the same fact is an error rather than a coin toss.

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{
    "functions": [],
    "properties": [],
    "types": [],
    "name": "AccessFactPriority",
    "desc": "Where a fact layer sits when several answer the same fact.\n\nSeveral mechanisms can legitimately answer one question -- a group rank and an allowlist both say\nwhether someone is staff, a console override says so louder than either. Rather than let registration\norder decide, every layer declares a priority and the highest one that has something to say wins.\n\nNumbers, not an enum, so a game can sit between two of these without the package having to know about\nit. Two layers registering at the same priority for the same fact is an error rather than a coin toss.",
    "source": {
        "line": 14,
        "path": "src/access/src/Shared/AccessFactPriority.lua"
    }
}