using Unity.NetCode; namespace ProjectM.Simulation { /// /// Client → server: interact with the room-exit portal to leave (advance the run). Client-gated on proximity + /// the RoomExplore lifecycle (both replicated/derivable client-side); the server honors it ONLY in RoomExplore /// from an expedition player, setting for RunDirectorSystem (the sole RunInfo writer) /// to consume. Empty payload. UNCONDITIONAL wire type. /// public struct PortalInteractRequest : IRpcCommand { } }