Since the previous refactor update, Age of New Worlds has kept one canonical GameEngine, but the runtime around it has changed substantially. The main game-state provider, Flame renderer, network session layer, and Serverpod multiplayer services have been split into explicit responsibilities. At the same time, presentation parity tests and aggregate architecture budgets now make it harder for the same complexity to grow back under different filenames.
Finishing the shared game engine did not finish the refactor.
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