Fix client-to-chat communication flow and remove unverified claims

Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
This commit is contained in:
copilot-swe-agent[bot]
2025-08-31 04:17:49 +00:00
parent d5822e2d24
commit d5c6a61c82
3 changed files with 48 additions and 33 deletions

View File

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