- 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