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PlayManager (vilya 1.3 API)
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com.threerings.parlor.server</FONT>
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Interface PlayManager</H2>
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<DT><B>All Known Implementing Classes:</B> <DD><A HREF="../../../../com/threerings/parlor/card/server/CardGameManager.html" title="class in com.threerings.parlor.card.server">CardGameManager</A>, <A HREF="../../../../com/threerings/parlor/game/server/GameManager.html" title="class in com.threerings.parlor.game.server">GameManager</A>, <A HREF="../../../../com/threerings/puzzle/server/PuzzleManager.html" title="class in com.threerings.puzzle.server">PuzzleManager</A></DD>
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<DT><PRE>public interface <B>PlayManager</B></DL>
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<P>
An interface to be implemented by a <code>PlaceManager</code> that wishes to host
places that have players. This generalizes the idea of a game further than what
is afforded by <code>GameManager</code>, linking it up with <code>AVRGameManager</code>.
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<CODE>&nbsp;com.threerings.crowd.data.BodyObject</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/threerings/parlor/server/PlayManager.html#checkWritePermission(com.threerings.presents.data.ClientObject, int)">checkWritePermission</A></B>(com.threerings.presents.data.ClientObject&nbsp;client,
int&nbsp;playerId)</CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Make sure that the given caller is a player or an agent and can write to the data
of the given playerId.</TD>
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<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/threerings/parlor/server/PlayManager.html#isAgent(com.threerings.presents.data.ClientObject)">isAgent</A></B>(com.threerings.presents.data.ClientObject&nbsp;client)</CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Return true if the given client is a server-side agent in this place.</TD>
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<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/threerings/parlor/server/PlayManager.html#isPlayer(com.threerings.presents.data.ClientObject)">isPlayer</A></B>(com.threerings.presents.data.ClientObject&nbsp;client)</CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Return true if the given client is a player in this place.</TD>
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<A NAME="isPlayer(com.threerings.presents.data.ClientObject)"><!-- --></A><H3>
isPlayer</H3>
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boolean <B>isPlayer</B>(com.threerings.presents.data.ClientObject&nbsp;client)</PRE>
<DL>
<DD>Return true if the given client is a player in this place.
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<A NAME="isAgent(com.threerings.presents.data.ClientObject)"><!-- --></A><H3>
isAgent</H3>
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boolean <B>isAgent</B>(com.threerings.presents.data.ClientObject&nbsp;client)</PRE>
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<DD>Return true if the given client is a server-side agent in this place.
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<A NAME="checkWritePermission(com.threerings.presents.data.ClientObject, int)"><!-- --></A><H3>
checkWritePermission</H3>
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com.threerings.crowd.data.BodyObject <B>checkWritePermission</B>(com.threerings.presents.data.ClientObject&nbsp;client,
int&nbsp;playerId)</PRE>
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<DD>Make sure that the given caller is a player or an agent and can write to the data
of the given playerId.
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<DD><DL>
<DT><B>Returns:</B><DD>the resolved player object to write to</DL>
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