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<title>@Owned — Ludic</title>
<meta name="description" content="Give a model a network owner slot so its instances can be assigned to a peer.">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#annotations">Annotations</a> <span>›</span> <span class="here">@Owned</span></div>
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<h1 id="top">@Owned</h1>
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<code class="sig">@Owned model Name { … }</code>
<div class="desc"><p><code>@Owned</code> declares that every instance of a model carries a network owner — it adds an owner slot to the model (the runtime's <code>@L_owner</code> array), which the builtins <code>owner</code>, <code>set_owner</code>, and <code>is_owner</code> read and assign. A fresh instance starts unowned (<code>-1</code>) until the authority assigns it. Ownership is what gates who may write <code>@Sync(to: owner)</code> fields and who runs <code>@Predicted</code> control handlers, and it is stored in the world snapshot so it round-trips through replication and rollback. Mark the models that represent a player's avatar or units; leave shared scenery unowned.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program OwnedModel {
@Sync property Position { column: int = 0, row: int = 0 }
@Owned model Player { @Sync Position } # each Player instance has an owner slot
entry {
spawn Player { Position { column: 5, row: 6 } }
for (Position) in query [Position, {Player}] {
let player_id = self()
print(owner(player_id)) # -1 — unowned until assigned
set_owner(player_id, 0)
print(is_owner(player_id)) # 1 — the local peer now owns it
}
}
}</pre></div>
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