using Unity.Entities; namespace ProjectM.Simulation { /// /// Tag marking the shared home-base storage container. All state lives in the entity's /// buffer. In M5 there is exactly one (server-spawned at a fixed base /// cell), so server systems resolve it as a singleton. Server-authoritative and world-resident, so /// its contents survive a player disconnect (no disk persistence yet). /// public struct SharedStorageContainer : IComponentData { } }