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securing-a-low-footprint-mmo-server

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Aktualisiert11. Juli 2026 um 15:36

Hard-won, project-specific doctrine for keeping a small, fast, long-lived networked game server safe against a hostile internet — remote crash/DoS, protocol abuse, player-on-player flooding, credential brute-force, and information leaks — WITHOUT a big security team and WITHOUT bloating the binary or the running cost. The premise is the opposite of "add a WAF in front": security is written INTO the engine, in-tree, in the hot path, and is kept correct by the test suite as the code evolves. Distilled from CatchChallenger, an MMO engine that must stay safe while running on hardware as weak as a 66 MHz i486 and over links as bad as I2P. Use when adding a remote packet handler, touching the protocol parser, validating client input, designing a rate limit, handling passwords/tokens, or judging whether a finding is a real remote vulnerability. NOTE: the embedded-silicon reverse-engineering & bring-up playbook that used to live here has MOVED to reverse-engineering/SKILL.md. This file is now purely about the SECURIT

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SKILL.md
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