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fix(server): name the player on every played word, and bound the process
PlayedWord.player_id was declared and read by the client but never set by the server, so a room of three or four never showed who played each word. The chain byline now comes from the room, with a producer-side test. The process also gains the ceilings it was missing: a cap on live rooms and on open sockets, a per-connection frame-rate limit so a payload-less frame is no longer free, and an opt-in trusted-proxy list so the join limiter can tell players apart behind the documented reverse proxy instead of putting them in one bucket. The typed word is sanitized before the engine stores it, since every seat is shown it; a room exiting on its idle clock releases the sessions still bound to it; the dictionary builder escapes its SQLite path like the store does and renames over the old database instead of deleting it first.
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@@ -230,6 +230,7 @@ export const errorMessages = {
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room_idle_closed: 'Phòng đã đóng vì không có ván nào được bắt đầu.',
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room_not_found: 'Không tìm thấy phòng với mã này.',
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room_start_failed: 'Không thể tạo phòng. Hãy thử lại.',
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server_full: 'Máy chủ đang quá tải. Hãy thử lại sau ít phút.',
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server_restarting: 'Máy chủ đang khởi động lại. Hãy thử lại sau giây lát.',
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session_not_resumable: 'Không khôi phục được ván đấu trước.',
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too_fast: 'Bạn thao tác quá nhanh. Chậm lại một chút nhé.',
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