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AccessServiceClient

This item only works when running on the client. Client

Client entry point for the access package. The mirror of [AccessService]: brings up the shared AccessDataService plus whatever is client-only, so a game starts access the same way in both realms.

serviceBag:GetService(require("AccessServiceClient"))

The client resolves its own facts rather than being told the verdict, which is what keeps a menu from rendering nothing while it waits on the server. Facts the client genuinely cannot resolve are the exception, and those replicate.

Functions

GetAccessDataService

AccessServiceClient.GetAccessDataService(selfAccessServiceClient) → AccessDataService

The shared registry, for a game registering its facts and features.

GetAccessPolicyService

AccessServiceClient.GetAccessPolicyService(selfAccessServiceClient) → AccessPolicyService

The policy registry, for naming policies client-side.

Show raw api
{
    "functions": [
        {
            "name": "GetAccessDataService",
            "desc": "The shared registry, for a game registering its facts and features.",
            "params": [
                {
                    "name": "self",
                    "desc": "",
                    "lua_type": "AccessServiceClient"
                }
            ],
            "returns": [
                {
                    "desc": "",
                    "lua_type": "AccessDataService"
                }
            ],
            "function_type": "static",
            "source": {
                "line": 80,
                "path": "src/access/src/Client/AccessServiceClient.lua"
            }
        },
        {
            "name": "GetAccessPolicyService",
            "desc": "The policy registry, for naming policies client-side.",
            "params": [
                {
                    "name": "self",
                    "desc": "",
                    "lua_type": "AccessServiceClient"
                }
            ],
            "returns": [
                {
                    "desc": "",
                    "lua_type": "AccessPolicyService"
                }
            ],
            "function_type": "static",
            "source": {
                "line": 89,
                "path": "src/access/src/Client/AccessServiceClient.lua"
            }
        }
    ],
    "properties": [],
    "types": [],
    "name": "AccessServiceClient",
    "desc": "Client entry point for the access package. The mirror of [AccessService]: brings up the shared\n[AccessDataService] plus whatever is client-only, so a game starts access the same way in both realms.\n\n```lua\nserviceBag:GetService(require(\"AccessServiceClient\"))\n```\n\nThe client resolves its own facts rather than being told the verdict, which is what keeps a menu from\nrendering nothing while it waits on the server. Facts the client genuinely cannot resolve are the\nexception, and those replicate.",
    "realm": [
        "Client"
    ],
    "source": {
        "line": 17,
        "path": "src/access/src/Client/AccessServiceClient.lua"
    }
}