add some minor comments

This commit is contained in:
2025-08-10 12:26:21 +02:00
parent e0080fa50c
commit 4072e49b32

View File

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