using Unity.NetCode; namespace ProjectM.Simulation { /// /// Client -> server request to upgrade the sender's ability damage one tier, spending Aether from the /// shared ledger. A one-off RPC. The server grows a single damage on the /// player (replace-by-SourceId so the buffer stays bounded), which StatRecomputeSystem folds into /// EffectiveAbilityStats.Damage on both worlds — no new replicated component. /// public struct AbilityUpgradeRequest : IRpcCommand { } }