OwnerNet class
#include <Runtime/Net/Public/OwnerNet.h>
Owner-side (client) network handler.
Routes inbound messages: ConnectionHandshake, Ping/Pong, ClockSync, TravelNotify, FlowEvent, EntitySpawn, ConstructSpawn, StateCorrection, EntityDelta.
FlowManager is resolved from the client World on each use — there is no separate FlowMgr pointer to keep in sync.
Base classes
-
template<typename Derived>class NetThreadBase<OwnerNet>
Public functions
- void SetOwnerWorld(uint8_t ownerID, WorldBase* world)
- Bind an owner world for
ownerID. Non-owning; required for EntitySpawn routing. - void TickInputSend()
- Send one
InputFramepacket to the server for each active connection. - void AcknowledgeLevelReady(StreamingRequestID requestID)
- Send
LevelReadyto all connections currently inLevelLoadingstate. Called by StreamingManager via FlowManager once the background level load job completes. - void TickReplication()
- Drain deferred
ConstructSpawnpayloads that were waiting for theirEntitySpawnto arrive first. - void HandleMessage(const ReceivedMessage& msg)
- Route one inbound network message.
Function documentation
void OwnerNet:: TickInputSend()
Send one InputFrame packet to the server for each active connection.
Dispatches a General-queue job so Sentinel returns immediately. Safe to call at 128 Hz — skips dispatch if the previous job is still running.