// Resolved returns the current resolved setting for each given unit. func (u *UniterAPI) Resolved(args params.Entities) (params.ResolvedModeResults, error) { result := params.ResolvedModeResults{ Results: make([]params.ResolvedModeResult, len(args.Entities)), } canAccess, err := u.accessUnit() if err != nil { return params.ResolvedModeResults{}, err } for i, entity := range args.Entities { err := common.ErrPerm if canAccess(entity.Tag) { var unit *state.Unit unit, err = u.getUnit(entity.Tag) if err == nil { result.Results[i].Mode = params.ResolvedMode(unit.Resolved()) } } result.Results[i].Error = common.ServerError(err) } return result, nil }