OwnerNet class

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 InputFrame packet to the server for each active connection.
void AcknowledgeLevelReady(StreamingRequestID requestID)
Send LevelReady to all connections currently in LevelLoading state. Called by StreamingManager via FlowManager once the background level load job completes.
void TickReplication()
Drain deferred ConstructSpawn payloads that were waiting for their EntitySpawn to 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.