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fix(multiplayer): resolve client IP behind proxies
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@@ -1640,3 +1640,5 @@ The production allocator now uses the API it actually implements: Kubernetes cus
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Drain admission now fails at the handshake boundary: a new `_hello` is rejected with the actual RPC peer ID after `admissions_open` closes. Disconnects no longer perform the admission check (or try to reject an already-gone sender); they always invalidate transport state, release the signed join token, record the reconnect boundary, and remove the roster entry. Godot regressions cover the admission decision and cleanup while draining. Task 8.36's live lifecycle/PDB gates remain open.
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Allocated team and slot assignments are now immutable after signed admission. MatchNet rejects client `_set_team` requests whenever join authorisation is required, preserving the signed global-slot/team pairing and its derived spawn index; direct/community lobbies retain team switching and its existing unready behavior. The Godot regression asserts both sides of that compatibility boundary.
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Per-IP API limiting now resolves the client behind the edge gateway instead of charging every player to the gateway's socket address. `X-Forwarded-For` is ignored unless the immediate peer belongs to an explicitly configured `--trusted-proxy-cidrs` range; trusted chains are walked from right to left past known proxies, while malformed/oversized chains fail closed to the immediate peer. The base deployment supplies private/CGNAT/ULA pod ranges under its edge-only ingress NetworkPolicy and calls out that production overlays should narrow them to the actual gateway CIDR. Tests cover spoofing from an untrusted peer, chained proxies, malformed input, invalid configuration, and independent clients behind one gateway.
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