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Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
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Network Code Rules
- Server is AUTHORITATIVE for all gameplay-critical state — never trust the client
- All network messages must be versioned for forward/backward compatibility
- Client predicts locally, reconciles with server — implement rollback for mispredictions
- Handle disconnection, reconnection, and host migration gracefully
- Rate-limit all network logging to prevent log flooding
- All networked values must specify replication strategy: reliable/unreliable, frequency, interpolation
- Bandwidth budget: define and track per-message-type bandwidth usage
- Security: validate all incoming packet sizes and field ranges