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- Protect PlayerList and ServerConnection players vectors with critical sections; all iterations use copy-on-read snapshots to prevent iterator invalidation during concurrent join/leave - Add null check on player bounding box in movement validation to prevent crash when player is removed mid-tick - Re-validate socket player pointer immediately before SendData to narrow the TOCTOU race window on disconnect - Replace inline disconnect cleanup with a queued system drained on the main tick thread, eliminating the done_cs -> m_playersCS lock inversion that caused deadlocks under load - Disable Windows QuickEdit mode at server startup to prevent console input selection from freezing the process - Move chunk priority sort behind ServerConnection::sortPlayersByChunkPriority() to keep the players vector lock-protected