Files
Project-M/Assets/_Project/Scripts/Simulation/Connection/GoInGameRequest.cs
T
kronic 77de740b63 LANTERN purge B7: rename CharacterId -> FrameKind (frame terminology)
Enum renamed in StatIds.cs (byte values unchanged - serialized definitions/saves
never re-mean); all call sites + doc mentions swept (ClassTraits, PlayerAuthoring,
CharacterStatsDefinition field type, menu/UI, tests). CharacterStatsDefinition SO
CLASS name kept (asset-binding risk; deferred per plan). 390 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:51:48 -07:00

12 lines
528 B
C#

using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// Client -&gt; server one-off request to enter gameplay. On receipt the server adds
/// NetworkStreamInGame to the connection (enabling snapshot/command flow) and spawns the
/// client's player ghost. Lives in Simulation so both worlds see the type for RPC source-gen.
/// </summary>
public struct GoInGameRequest : IRpcCommand { public byte ClassId; } // Slice 2: per-player class (FrameKind byte; 0 -> server defaults to Warrior)
}