using Unity.NetCode;
namespace ProjectM.Simulation
{
///
/// Client → server: pick the player's class at base. Server honors it ONLY in RunInfo.Lifecycle==Staging
/// and applies the FULL swap via (class seeds + permanent-meta re-sync + AbilityRef +
/// cooldown reset + heal/clamp) — a partial swap would mis-set the meta record + Max HP (DR-046 review). The class
/// is server-authoritative + re-validated, so a forged/stale request is simply dropped. UNCONDITIONAL wire type.
///
public struct ClassSelectRequest : IRpcCommand
{
/// Requested class id (0/unknown → Warrior via ClassTraits.Normalize).
public byte ClassId;
}
}