using Unity.NetCode;
namespace ProjectM.Simulation
{
///
/// Client → server ready-check toggle — an explicit SET (not a flip), so a duplicated/late RPC is idempotent.
/// UNCONDITIONAL wire type (never #if — the reflection-built RpcCollection hash must match across peers; only
/// send/receive SYSTEMS may be gated). Blittable scalar payload per the project RPC rules. Handled by
/// ReadyToggleSystem (Staging/Launching only).
///
public struct ReadyToggleRequest : IRpcCommand
{
/// 1 = ready, 0 = not ready.
public byte Ready;
}
}