add some minor comments
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@@ -29,6 +29,7 @@
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namespace td {
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namespace td {
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// TODO: get rid of this class
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class WorldApply : public protocol::PacketHandler {
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class WorldApply : public protocol::PacketHandler {
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private:
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private:
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game::World& m_World;
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game::World& m_World;
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@@ -84,25 +85,26 @@ game::WorldPtr GetWorld() {
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}
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}
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DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
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DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
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game::WorldPtr serverWorld = GetWorld();
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// server
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// server
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game::WorldPtr serverWorld = GetWorld();
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auto serverFakeSocket = std::make_shared<server::FakeSocket>();
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auto serverFakeSocket = std::make_shared<server::FakeSocket>();
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m_Server = std::make_unique<server::Server>(serverFakeSocket);
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m_Server = std::make_unique<server::Server>(serverFakeSocket);
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// client
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// client
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game::WorldPtr clientWorld = GetWorld();
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auto clientFakeSocket = client::FakeSocket::Connect(serverFakeSocket);
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auto clientFakeSocket = client::FakeSocket::Connect(serverFakeSocket);
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m_Client = std::make_unique<client::Client>(clientFakeSocket);
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m_Client = std::make_unique<client::Client>(clientFakeSocket);
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game::WorldPtr clientWorld = GetWorld();
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// render
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m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, *clientWorld);
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m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, *clientWorld);
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m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, *clientWorld);
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m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, *clientWorld);
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m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, *clientWorld);
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m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, *clientWorld);
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// camera
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m_Camera.SetCamPos({77, 7, 13});
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m_Camera.SetCamPos({77, 7, 13});
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m_Camera.UpdatePerspective(m_StateMachine.GetAspectRatio());
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m_Camera.UpdatePerspective(m_StateMachine.GetAspectRatio());
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// states
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m_ClientState = m_Client->ChangeState<client::GameState>(clientWorld, STEP_TIME);
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m_ClientState = m_Client->ChangeState<client::GameState>(clientWorld, STEP_TIME);
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m_Server->ChangeState<server::GameState>(serverWorld);
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m_Server->ChangeState<server::GameState>(serverWorld);
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}
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}
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