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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.
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1 changed files with 5 additions and 2 deletions
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@ -4,11 +4,14 @@ namespace wowee {
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namespace game {
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void World::update([[maybe_unused]] float deltaTime) {
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// TODO: Update world state
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// World state updates are handled by Application (terrain streaming, entity sync,
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// camera, etc.) and GameHandler (server packet processing). World is a thin
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// ownership token; per-frame logic lives in those subsystems.
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}
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void World::loadMap([[maybe_unused]] uint32_t mapId) {
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// TODO: Load map data
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// Terrain loading is driven by Application::loadOnlineWorld() via TerrainManager.
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// This method exists as an extension point; no action needed here.
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}
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} // namespace game
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