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.
This commit is contained in:
Kelsi 2026-03-09 15:54:43 -07:00
parent e8d068c5cb
commit 9c3faa0e16

View file

@ -4,11 +4,14 @@ namespace wowee {
namespace game { namespace game {
void World::update([[maybe_unused]] float deltaTime) { 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) { 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 } // namespace game