namespace SVSim.BattleNode.Protocol; /// /// Wire value of turnState on BattleStart / TurnEnd frames: which side acts first. /// The client reads it via Convert.ToInt32 (RealTimeNetworkAgent.cs "turnState" /// case) into NetworkUserInfoData.TurnState, so it serializes as the underlying int via /// . /// public enum TurnState { /// This side takes the first turn. First = 0, /// This side takes the second turn. Second = 1, }