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Fix client-to-chat communication flow and remove unverified claims
Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
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@@ -22,6 +22,11 @@
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- **WorldServer.cpp**: Game world simulation and entity management
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- **PerformanceManager.cpp**: Monitors server performance metrics
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### Game Logic (`dGame/`)
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- **CheatDetection.cpp**: Anti-cheat system with database logging
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- **UserManager.cpp**: Player session and character management
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- **EntityManager.cpp**: Game entity lifecycle and updates
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### Networking Layer (`dNet/`)
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- **dServer.cpp/h**: Base server class with master communication
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- **MasterPackets.cpp/h**: Master server protocol implementation
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@@ -123,16 +128,16 @@ auto result = Database::Get()->Query(sql);
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- Chat Server handles all social features centrally
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### Fault Tolerance
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- All servers maintain heartbeat with Master
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- Automatic reconnection on connection loss
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- All servers maintain connections with Master Server
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- Database connection monitoring and error handling
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- Player state persisted in database
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- Graceful degradation when servers unavailable
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### Performance Optimizations
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- Entity serialization only to relevant players (ghosting)
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- Spatial partitioning for efficient updates
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- Message batching for network efficiency
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- Database query optimization with prepared statements
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- Network packet compression and optimization
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## Security Features
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@@ -144,7 +149,8 @@ auto result = Database::Get()->Query(sql);
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### Game Security
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- Server-side validation of all game actions
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- Anti-cheat through server authority
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- Cheat detection system with database logging (`CheatDetection.cpp`)
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- Player cheat detection table tracks suspicious activities
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- Rate limiting on client requests
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- Database injection prevention
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