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· · 来源:nb资讯

Individual gameplay features are implemented as API calls from the Unreal game client to our backend with the actual logic living exclusively in the C# microservice codebase. The service receives a request to perform a particular action on a specific player’s inventory. The service fetches the inventory from the Azure Cosmos database, confirms that the requested action is valid, modifies the inventory appropriately, persists the updated inventory back to the database, and returns a response to the game client that includes a list of all item changes as well as any other side effects that may have occurred from the action.

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Code runs in a strict sandbox where the only allowed operations are calling functions provided by the host. If the host doesn’t provide a file reading function, the WASM module simply cannot read files. The failure mode here requires a vulnerability in the WASM runtime itself, like an out-of-bounds memory read that bypasses the linear memory checks.