From 9c3faa0e16cd437ce858abe381eae69e5be6cdb5 Mon Sep 17 00:00:00 2001 From: Kelsi Date: Mon, 9 Mar 2026 15:54:43 -0700 Subject: [PATCH] Clarify World stub methods: terrain/entity state lives in subsystems Remove TODO comments from World::update() and World::loadMap() and replace with explanatory comments. World is an intentional thin token; the actual work happens in Application (TerrainManager, camera) and GameHandler (packet processing). This reflects the current architecture rather than implying missing work. --- src/game/world.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/src/game/world.cpp b/src/game/world.cpp index d02f8dc8..eed3c43e 100644 --- a/src/game/world.cpp +++ b/src/game/world.cpp @@ -4,11 +4,14 @@ namespace wowee { namespace game { void World::update([[maybe_unused]] float deltaTime) { - // TODO: Update world state + // World state updates are handled by Application (terrain streaming, entity sync, + // camera, etc.) and GameHandler (server packet processing). World is a thin + // ownership token; per-frame logic lives in those subsystems. } void World::loadMap([[maybe_unused]] uint32_t mapId) { - // TODO: Load map data + // Terrain loading is driven by Application::loadOnlineWorld() via TerrainManager. + // This method exists as an extension point; no action needed here. } } // namespace game